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Messages - Samus12345

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I haven't tested it yet but this should fix The Combatribes

Worked like a charm! Thanks, Bosco!

I see what you mean. It's not you, that game is not Canoe compatible with the glitch you described.

Thanks for the confirmation! And thanks to whoever added it to the compatibility list.

I have some good news about Vitor Vilela's SA-1 Contra III being compatible with Canoe. Currently it works just fine until the game makes its SRAM file, which is an added feature. Once this SRAM file has been made, the game will always just go to a black screen upon trying to load. I talked to Victor about this and he said

"hey @teahouser, you're welcome, thank you! I think changing the byte x7FD6 to 34 (hex) might fix it, since it will make the chip no longer save the BW-RAM"

I have no experience modifying bytes, but if one of you guys would like to apply the SA-1 Contra patch to the game, hex edit the bytes listed, then create a patch of the now disabled saving, we should now have a functioning patch to add to the compatibility list so everyone with a SNES Classic can enjoy Contra III with zero slowdown. (it's glorious)

Unfortunately, both this hack and the Gradius III SA-1 have the same problem with Canoe - after making a save state and loading, the ship/characters have garbled graphics, meaning you're forced to play it in one sitting. Deal breaker for me.

November 14, 2019, 01:35:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another Canoe issue to report: The Combatribes has overscan when loading a save state.

Try changing EMU cores. Try SNES9X.

Yes, that would work, but I wanted to know if the problem is on my end so it can be added to the Canoe compatibility list if it's not.

Sengoku Denshou softlocks every time you press start to pause the game. No idea how I never saw this before unless a newer version of Hakchi somehow broke it.

FCEUX can run the Japanese version of Castlevania 3 that uses the MMC5 mapper.

The Japanese Castlevania III uses the VRC6 mapper. It's the American one that uses MMC5, which the NES Classic's default emulator kachikachi can run as well.

I don't know if this was just an issue with my SNES Classic or what, but The Shadow (USA) (Proto 1) wouldn't load for me - it just gave a C7 error. The (Proto 2) rom worked, but it has graphical glitches on some of the enemy's frames. I pulled the graphical data from proto 1 and put it in proto 2 and it fixed it. Here's a patch for Proto 2 if anyone else needs it:

The stage intermissions with dialogue are missing some background graphics in Canoe, but the gameplay itself seems fine.

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 08, 2019, 10:31:32 pm »
Unfortunately I'm probably not going to be doing much more gradius 3 stuff.

That's a shame. :( The SA-1 version is no good to me since I use Canoe on my SNES Classic and it doesn't load the graphics properly. Is there any chance you could upload the most recent version you've done, at least? I'm still using the first version you uploaded.

Thanks for your hard work, everyone who's worked on the fastrom patch!

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 08, 2019, 10:47:52 am »
Please don't abandon your work. An SA-1 hack sounds nice, but it would increase the power requirements for playing on low powered devices at full speed, doesn't play nice on SNES Classic canoe emulator, it's unusable on flash carts not compatible with special chips, etc.

I second this. There is still a place for a non-SA-1 speedup hack.

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: March 11, 2019, 11:52:23 pm »
Some info on darkmoon's sprite routine hack: It introduces glitchy graphics on the fire stage boss (the two-headed dragon) that isn't in the original fastrom hack.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 23, 2017, 03:27:35 am »
Thanks for making a Windows SNES9X that works! Now I'm hoping it will be put into the Retropie SNES9X.

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