The credits in the translated version show up just fine in SNES9X. The problem is the guy used normal res credits when he translated the game, and I assume that is breaking in certain emulators.
Ah! That explains a lot!
I was wondering why Tashi/DackR didn't translate that part, turns out they did! marvelous_ati_en_v106_credits_fix.ips + Translated Marvelous = Success!
The ending credits now display correctly on both Higan and on Canoe!
Thank you so much Sluffy for fixing the translation patch! You definitely did not need to do this, but it is definitely very much appreciated! Amazing work as always!
Sluffy, will you be uploading this fix to Romhacking.net as an addendum to DackR's translation? For those who would like to play on a non-Snes9x emulator?term1.ips = No change unfortunately.
After about 10 or so minutes of playing, the sound completely shut off (no music, no sfx, nothing).bszelda_3rd_2e.bps = Can confirm, plays perfectly.
I tried to add -no-lowlatency
to see if it helped with the slowdown at all. Nope, it did absolutely nothing. Exactly the same.
Confirms that slowdown is definitely ROM related, not Canoe related. It honestly really isn't even all that bad though, feels exactly like I was actually playing it on the NES!
Definitely not just playable but also enjoyable in its current state.
But like CanoeFan said, will always be happy to test anything you come up with.CDI Demo + 0000 = Only text, no "CDI" background.
Turns out, Canoe is able to run 256KB ROMs as well as even 128KB!
I will update my download link to contain a 128KB patch.
I thought I remembered seeing something about this earlier in the thread, and yes, Robin64 had already tested ROM size compatibility with Canoe.
Kirby 3 Canoe SRAM files:https://www.sendspace.com/file/anycv8
This is the file that reyvgm provided. I changed the SHA-1 hash values to work with the Super Mario RPG Preset ID.
It should work now, at least it worked for me when I imported them into my Classic.
Don't think it really matters too much anymore though, since it appears that all known
issues are fixed now. Just in case anyone needs I guess.
Side note: Seriously, thank you reyvgm for always providing save files! It helps testers out SO MUCH with the amount of time it saves. Thank you!
So, what's the best way to play Marvelous then? With ID 0000 and 0B byte or how?
I would say to just use the official Preset ID of 111E. It provides extremely smooth gameplay with minimal sound slowdown (still noticeable though).
I would guess that 111E sets the Extra Bytes value to probably 09 or 0A.
I think it would be possible to completely eliminate the sound slowdown by using a lower Extra Bytes SA-1 value, but in doing so, it would require the use of Preset ID 1016 which I believe would increase the gamma.