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Messages - Nightcrawler

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ROM Hacking Discussion / Re: Save-state format of Snes9x?
« on: April 04, 2018, 09:41:10 am »
Pointing it to the directory your savestates are in makes them show up. I don't know why you're having problems.

As a sanity check, you should download the SNES9x 1.51 version I linked above and see if you can open savestates with that version in VSNES. Then you will know better whether it's a recent version issue or some issue specific to your usage.

I can't help with the offsets in the savestate. I've never had to do any work pulling raw data out of it. You can probably figure it out easily enough though by looking via a debugging emulator in CGRAM to see what hex data is there. Then search for that same pattern in a savestate. It might come up twice as some games store a copy of the same data in RAM also.

Again as KimgMike mentioned, SNES9x savestates are zip files in disguise. So, if you are going to manually do anything with them or compare any offset information, you need to extract the full savestate first. I hope you've done that before you go looking for offset information.

I'd really suggest working with an old savestate that works in VSNES first to eliminate some possibilities of what your problems may be.

ROM Hacking Discussion / Re: Save-state format of Snes9x?
« on: April 03, 2018, 09:07:19 am »
VSNES does support SNES9x. I have used it many times in conjunction with the last Geiger's debugging version (v1.51). It's possible it may no longer work with recent versions if the save state offsets have changed at all since then.

It would be great to have an updated VSNES like program that works with more current emulator savestates (bsnes-plus, higan, SNES9x 1.55 etc). It was a good tool to examine the state of the system. Often times the interface was better and preferred to what the emulator debuggers offered. I always thought the on-the-fly editing of everything as it was laid out was a great learning tool for people too.

VSNES's weakness was of course scanline effects and any active DMA/HDMA at the time of the state. You could easily get very inaccurate results with such cases. I'm not sure how you can easily improve on those areas off-hand, but perhaps with some thought you could figure something reasonable out to do it better.

It's apples and oranges here. I will try and explain for the non-technical if I can.

All of the emulators you run on your PC and other devices are software emulators. They try and reproduce the behavior and interaction between everything entirely via software. It's a big program trying to do the job of many components and tie in your device's input and output. They are subject to lag no matter how well designed because many things in software can't happen in parallel, input and output translation takes time, and your video and audio is subject to constraints like APIs, drivers, OS, monitor refresh rates, etc. The environment is totally different from the original system. There is a lot of translation going on to bridge your PC or device to the emulated behavior of the SNES even in the best emulator.

An FPGA (field programmable gate array) is basically an integrated circuit containing banks of electronics and programmable pathways. Even though it's 'programmable', it's really just setting up a description of how the electronics are configured/connected. That subsequently dictates what the electronics will end up doing. Hence, they are 'programmed' (configured) with a special hardware description language (HDL) rather than a software language. FPGAs are not processors. So, you can set up the banks of electronics to connect and function in a certain way. There is no software executing. It's all real time-time electronic component execution. Things can execute in parallel in real-time like the original electronics, and there is no lag to speak of. There is no input or output translation going on (some notable exceptions exist like hardware HDMI out). The circuits can be set up to mimic the original SNES board. It can take the same inputs and output the same signals. It's a bit simpler in overall design compared to an emulator because of this. Until recently, FPGAs that were large enough and fast enough to handle the complexities of the SNES hardware did not exist or were not cost effective. That is why these types of products didn't show up until more recently.

With that said, they are both subject to the same type of behavioral flaws. Both emulators and FPGA designs must be based on reverse engineered information of the SNES. If this information is not 100% accurate, you will have flaws running games on your emulator or FPGA. The difference is emulators are implementing behavior in software at all levels, while the FPGA is implementing behavior only at hardware block and/or signal level.

In theory, it may be easier to get 1:1 behavior using the FPGA design over an emulator because you have much less you need to deal with, and you can directly compare electronics operation and signals with an original SNES board side by side. In the ideal world, an ideal emulator and ideal FPGA design would show no difference other than lag though. However, we don't live in an ideal world, nothing is perfect, and you will need to be the judge! Maybe you'll like the apple, or maybe you'll like the orange, but both are good SNES fruits to have!

I hope this helped and didn't further confuse you! ;D

Donkey Kong Country on the SNES did quite a few tricks to achieve many of the effects done. RARE took full advantage of many hardware features in ways that few did. Much more than set a background mode and make some art. Remember, there was a lot more to it than just the pre-rendered graphics. They pretty much took all of their effects a step forward from the norm. They had the longest development cycle and largest group of programmers of any of their projects at the time and it shows. I'd hate to see their work swept under the carpet and labeled as unimpressive! Who was doing more with the hardware with no add-on chips at the time in 1994? :thumbsup: RARE!


Programming / Re: Good IDE/Editor for 65816 assembly (SNES)
« on: January 10, 2018, 09:17:58 am »
First, Notepad++ allows you to do custom syntax highlighting, so you can make it work however you'd like. I'm pretty sure someone around here has already made one for the SNES if I recall, but with a quick search I was only able to find one for 6502 over on NESDev. (that's most of the way there already.)

Second, few people know about this setup, but it can very nice to use nonetheless. You use this, make a few tweaks to Notepad++ and you can have a cobbled together fully functional IDE environment for the SNES if you'd like.

Newcomer's Board / Re: How to insert script with Atlas and a .tbl file
« on: December 28, 2017, 10:13:55 am »
You can edit the first post of this topic and change the message icon to 'Topic Solved'. It's a new feature.

ROM Hacking Discussion / Re: Screenshots
« on: November 20, 2017, 03:51:07 pm »
I think it would be a great thing if something like that were bundled up into a public library with example project. Or even better, a utility with some basic functionality like this. No such tools exist at present that I am aware of. I think it would help make these techniques more common place.

ROM Hacking Discussion / Re: Screenshots
« on: November 19, 2017, 11:53:52 am »
What did you use to generate the pre-rendering of items?

Newcomer's Board / Re: Submitting the translation for Tengai Makyou Zero
« on: October 20, 2017, 06:07:59 pm »
Yes, all of the listed files can and should be in a single archive file (zip is fine).

You can upload your files directly to RHDN's Scratchpad service and receive URLs which you can then use directly use on the submission form.

Upload the following to The Scratchpad:
1.) The main archive file
2.) The readme file (if in text format)
3.) English Title screen screenshot image
4.) At least one regular screenshot, but 4 are preferred so people can see how great your work is. Statistically people ignore translations without screenshots. Screenshot policy for reference.

The submission form contains submission guidelines and help icons for most fields if you have any other questions:

Non-technical people sometimes have trouble with the ROM / ISO Information field. This field is necessary to identify the ROM so people know what your patch was designed for. You can just download snarfblam's ROM Hasher utility and copy and paste the output. It was made for exactly this purpose.

Please write-up as much relevant information as you can in the Description field about the project. (Example). You can use the 'Preview' button to preview how your entry will look.

I will do you a favor and stop by on Sunday the 22nd if you submit it early and everything looks good. :)

No comments are necessary. We just ask that read the Patreon page and make your own decision.

News Submissions / Re: Site: RHDN 3.0 Site Refresh Launched!
« on: July 29, 2017, 10:35:07 am »
This is all misinformed and unrelated to 3.0. Be patient and there will be an informative news article shortly for those wishing to be supportive.

This topic needs to be kept on-topic to be relevant for the hand-off to the next person doing further design. It will be locked for that purpose.

Help Wanted Ads / Help Wanted Ads Additional Rules
« on: May 14, 2017, 11:10:37 am »
This forum section is intended to replace the main site 'Help Wanted Ads' section. This forum section may be subject to change as it gets going to better define itself. To start, it has inherited the guidelines from the main site section.


Help Wanted Ads are intended for those seeking formal recruitment of another individual for help in their established project/s. Minor problems, informal help, and other regular forum inquiries should go in the ROM Hacking Discussion section or other more appropriate section. The topic creator may lock the topic when the Ad has been fulfilled.


1. You should only use these Ads if you have done substantial work on a project and are looking for additional technical or translation help.
2. Ads are NOT for startup project advertising, anything involving money, help with utilities, or requests for somebody to do something for you.
3. Topic titles should be tagged with the type of help required as well as the platform such as '[Technical] [NES] Duck Hunt UFO Hack'
4. Help Wanted Ads should contain adequate information describing the project, what's been done, and what specific job you are seeking help with.
5. Comments should be kept to the subject of inquiry (ie what kind of work needs to be done, the current project's situation, etc.).  Talk about the actual work should be done in ROM Hacking Discussion, Personal Projects, or other more appropriate section.
6. When the ad is fulfilled or complete, mark the topic as such by editing your post and setting the 'Message icon' to use the 'Topic Solved'  icon.

Personal Projects / Re: KingMike's Translation projects.
« on: April 22, 2017, 02:36:03 pm »
Thank goodness! I've been waiting since I was promised this for March 1994! :crazy: As is typical for me, I can't help but like Shinseiki Odysselya II much better though. I've got a folder sitting around with early prodding on that one. If you hit anything you can't figure out, let me know. These false promises of old need to be set right! 

Congrats Zynk! I think you're starting to run out of Mega Man games to insert Roll into. You've been doing Roll for so long, what are you going to do next if you run out!? ;D

To those who were inquiring about a patch update, the patch got a version 1.1 update now. This version fixes the garbage tiles that may appear with weather/space changing commands. It also addressed the few reported grammar and consistency issues. Not worth making any new news or anything.

As mentioned previously, that cave is a challenge of 40 dungeons for all 40 fiends that Heracles mentions after you beat the game. Defeating all 40 will allow you to face a superboss. The dungeon will regenerate and be different each time you enter it for 40 iterations!

There area  few other very minor things to see if you travel the world. Some dialog changes, you can visit your prior companions, things like that.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 19, 2017, 05:41:24 pm »
Nightcrawaler, could you check that again?
Are you talking about these 00h-0fh:8000h-FFFFh and 80h-8fh:8000h-FFFFh?

Thanks for looking at the current SNES9x code. The expanded space would have been accessible at 90-9F:8000-FFFF. It would have been half accessible via the 8000-FFFF range which was the drawback of it. All of my work was done about 5 years ago now and I haven't touched my cart since. I can see that the current SNES9x source you posted doesn't map this region which kills much of that sail wind now. You're obviously content with what you're doing, and I'm not interested in further revisiting that project in more detail at this point. So, we can put it to bed. I do still hope to see available ways to play on the hardware, as well as a selection of emulators when the project is released however it is achieved though!

I'm sorry for stirring things up. I have that pesky FEOZ cart that keeps eying me from the shelf that needs a finished English conversion. I've been too close to the action on this project for too many years. I got started while aiding in some of the early ZSNES graphics pack capture work, and then when DeJap was on the case, and then transitions after that. So occasionally, many years worth of closet mothballs burst out at times. Carry on. :beer:

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 18, 2017, 06:46:50 pm »
But in any case, it's not true that no other emulators will be able to play it. DougRPG just showed the translation working on SNES9X with modification already. It would probably just take one small update to the official release.

There was about 4 years between the latest release of SNES9x (1.54) and the previous release, (1.53), and about 2 years between 1.53 and 1.52. Even if you somehow succeed with a timely SNES9x official release, that's still just 2 emulators and a single flavor nonetheless (there are many versions of SNES9x). Knowing this, I would have done it in a compatible manner so it works with the existing emulators. I like to reach as wide an audience as possible, and give people options with my releases. That's just me I guess. *shrug*

Byuu and LostTemplar did the right thing about the expansion. There is no secret here. The game only has 1MB of "cpu rom" so it was expanded to 2MB, and in the right way.
We can expand the SPC7110 data block too, and there is only one way to do that. And the expansion was needed because the new script size.

The existing mapping already allows for a meg expansion (half is accessible) that also works on the original cart and SNES9x already. It probably works on other emulators too, but I don't have notes on that.  Do it however you'd like. No skin off my back. It's just a shame to have no way to run on real hardware nor run on any other official emulators when not necessary. So, I figured I'd offer another option.

Yes, but the problem here is the SPC7110. The expansion is very simple, like the expansion of any other game, but because we have the SPC7110 the emulators will need some patch. Snes9x for example checks for the SPC7110 and uses a custom map if it's found, so we don't have control to make it to work, so we need to release a new version.

As mentioned, the existing SNES9x already maps the additional free space that is also compatible with the real cart adding two wires. 90-9f:8000-FFFF.

I have asked Ikari the person who makes the firmware for the SD2SNES about this game if it will be supported. Funny enough the real time clock the sd2snes uses is based on the code for the spc7110. So yeah support for this game on sd2snes is pretty much guaranteed.

While Ikari did a great thing with designing the SD2SNES, unfortunately he has not been able to add any new special chip support in the past several years. SuperFX for instance has been in progress for years now. I don't see adding the SPC7110 decompression engine in the foreseeable future. Hopefully I'm wrong though.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 17, 2017, 07:55:53 pm »
This was necessary in Feoez because the game was expanded. This game uses the SPC7110 so it's not a normal game, so the xml contains the information about the expanded memory. This way Bsnes will know where to put the data in the Snes memory map.

I don't believe it is necessary. I proposed a mapping that would be compatible with the original cart, as well as already work with existing emulators back in 2012. But, byuu shot it down and insisted on doing things the BSNES locked-in way instead on grounds of needing more space for some super secret translation feature that never took place.

As it stands now, no flash carts, or emulators will play this. Only BSNES/higan (and probably only certain versions that are compatible with that particular version of the manifest file).  :'(

Gaming Discussion / Re: Final Fantasy Write-A-Review! :D
« on: January 15, 2017, 08:05:03 pm »
FF8 PC can also be patched to use the original PSX soundtrack or a remastered one. I believe you would want Roses and Wine. I've been out of the loop for awhile now though, so there may be something newer.

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