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DS Misc > snesDS: a port of SNES Advance

#47087 - olimar - Tue Jul 05, 2005 12:38 am



Last edited by olimar on Wed Aug 20, 2008 9:42 pm; edited 1 time in total

#47089 - DaBigJHall - Tue Jul 05, 2005 1:00 am

Sorry to be an idiot, but how do I use the SNES games I own with this? I assume I need some sort of cart dumper...can I make it myself?

If I'm not allowed to ask here, just let me know.

Boy, would I love to have Super Mario RPG on my DS :D
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#47092 - Sappharad - Tue Jul 05, 2005 3:13 am

olimar wrote:
First release, don't expect much.
Sound soon to follow.

Very nice! Speed seems to be perfect too. :-)

Can't wait to see how you develop this one further.

#47093 - Ethos - Tue Jul 05, 2005 3:34 am

dmgice wrote:
Ethos, I think that jumble of letters, words, and suck was "Hello World."

Hello World is a homebrew program.


No, it was Hello Wortd...and the honest truth is that the console output source of hello world will not help someone do an emulator :P

Glad loopy put this debacle to rest :)

DaBigJHall wrote:
Boy, would I love to have Super Mario RPG on my DS :D


Hmm...SA-1 Chip emulation? Not anytime soon, or so I think.


And beauty job loopy! Like that rom loading approach!
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#47097 - DaBigJHall - Tue Jul 05, 2005 4:07 am

Super Mario RPG had an extra chip? Drat :(
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#47098 - Chetic - Tue Jul 05, 2005 4:08 am

olimar wrote:
snesDS
First release, don't expect much.
Sound soon to follow.

I'm sure I'm not alone in wondering how to add the .smc files here... Some more thorough instructions would be nice
_________________
Packin':
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GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#47101 - Sappharad - Tue Jul 05, 2005 5:37 am

Chetic wrote:
I'm sure I'm not alone in wondering how to add the .smc files here... Some more thorough instructions would be nice

I thought the instructions were quite clear.
Flash an SNES rom to your flashcart, and run the .nds file. (With wireless multiboot, because you've already got the SNES rom on your cart)

Obviously, if you have no way to raw write just the SNES rom onto your cart, you're screwed for now. From the way he has this set up right now, I'm guessing it's probably only temporary.

#47102 - binarystatic - Tue Jul 05, 2005 5:47 am

Excuse the crappy webcam
Top Screen
Bottom Screen

LOL im such a dip i went to go try and start it up without trying to load any roms or anything, and when seeing that, the first thing that came to mind was I dont remember snes ever having any kind of cool puzzle games.

#47103 - tepples - Tue Jul 05, 2005 6:14 am

Super NES had at least Yoshi's Cookie, Kirby's Avalanche (a puyo port), Wario's Woods, Ranma's Janken (J-only), Bust-A-Move, and Zoop.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#47105 - nix - Tue Jul 05, 2005 8:08 am

and secret of mana.. I'd do anything to play that again... Short of getting my SNES out, cause I cant find my copy of Secret of Mana anymore.

#47106 - Totakeke - Tue Jul 05, 2005 8:09 am

So, we need WifiMe to use this? I only have a Passme and a F2A Ultra flash cart. I can write the SMC to the flash cart just fine.

#47107 - olimar - Tue Jul 05, 2005 8:12 am



Last edited by olimar on Wed Aug 20, 2008 9:46 pm; edited 1 time in total

#47109 - IxthusTiger - Tue Jul 05, 2005 9:10 am

dammit... my F2A linker is adding stuff to the space at the beginning of the SMC rom... it looks like it leaves it alone when I uncheck "Fix Data" under Config... but the SNES DS emu is still not finding the rom... anyone here get it working with an F2A?

EDIT: I get 8 zeroes on the top screen

#47122 - dXtr - Tue Jul 05, 2005 1:04 pm

tepples wrote:
Super NES had at least Yoshi's Cookie, Kirby's Avalanche (a puyo port), Wario's Woods, Ranma's Janken (J-only), Bust-A-Move, and Zoop.


hey. don't forget about Tetris Attack!

#47128 - krunkster - Tue Jul 05, 2005 4:38 pm

Well al I get is the 8 zeros on the top screen.

I'm using little writter to do advaced flash of smc rom to formatted 256Mbit visoly cart. No luck though. I tried 2020 Baseball and Super Metroid.... I suppose I should try Super Mario World?

Anyone else got tips to make it to actually run?

#47131 - d3tr0it - Tue Jul 05, 2005 5:44 pm

I've got it working with my F2A linker.
I did not have to uncheck fix data in config.

After testing Super Mario World all I can say is wow! The framerate seems 100%.

Here is a picture:
[Images not permitted - Click here to view it]

EDIT: Only works with my 128mbit F2A. Not my 256mbit F2A Pro.

#47166 - sonic-nkt - Wed Jul 06, 2005 1:13 am

Framerate 100% ? wow.. even if its without sound.. and thats a first test version.. i think this emu will become really awesome :)
cant wait to get a flashcard for my DS

#47170 - gladius - Wed Jul 06, 2005 1:38 am

The current version does have sound and is still running at 100% speed. The sound is still a bit unoptimized so if there are a lot of channels playing it might start to sound scratchy, but I'm working on that.

#47180 - Eponick - Wed Jul 06, 2005 5:27 am

Waaaaa ;_;
I was all excited about this, hooked my GBA up to my computer, and tried to link.
For some reason it didnt connect to the GBA so after messing around a bit I looked at the USB cable and it is broke. ='(
I have a soldering iron at my parents house but I dont have a way of getting there for a few weeks.

Im a sad panda :(

#47181 - binarystatic - Wed Jul 06, 2005 5:28 am

hey im having major problems with my flash cart i have an ezf III advance, and i love the idea of just appending the smc to the .nds.gba cus it just make s life easy and i kinda got the games running but the sprites are majorly crapped out. Im pretty sure its my flashcart, cus i get a crc32 error every time i flash. is there a way you can make it so that it can be appended to a .nds file instead? cus i have a linksys card and a working copy of wmb, if not i understand, thanks !

#47182 - Sappharad - Wed Jul 06, 2005 5:35 am

gladius wrote:
The current version does have sound and is still running at 100% speed. The sound is still a bit unoptimized so if there are a lot of channels playing it might start to sound scratchy, but I'm working on that.

Just downloaded the new release. Very nice job to both you and loopy. Is there any chance you could make the sound emulation louder?

This is really a huge step for such a short amount of time. I was not expecting to see a version with sound so quickly.

#47186 - Jolarix - Wed Jul 06, 2005 6:22 am

Could someone give detailed instructions on how to append the two files, in the new version?

Each time I do it, the copied file, (which ends up in some wierd directory) is only like 40k big, which obviously doesn't work. I've tried using DosBOX, but to no avail. DosBOX's copy abilities are very very poor, and I assume everyone is using Window's XP command prompt. Please tell me how to do this.

At least the emulator by itself loads on my flash card. I just need to append that damn file.

Thanks

#47190 - IxthusTiger - Wed Jul 06, 2005 7:16 am

SMW on SNES DS runs smoother and controls better than SMW on PSP.

However, colors are more vibrant on the PSP, and make the DS look washed out.

Thank you thank you thank you loopy and gladius!!!

I beat SMW on my DS and left it on THE END for like two hours ;)

#47195 - tatsui - Wed Jul 06, 2005 8:01 am

hello

doesn't work on my hardware

original bios
EZ flash 2 128Mb
wifi me

tried with super mario world, zelda, super aleste

all i got is screens with arm9 error and a lot of gray and blue numbers :p

any suggestion? thanks :)

edit : made it : doesn't worked with copy b/ command but with hexediting it worked fine (copy and paste rom to emu file in hexa)


Last edited by tatsui on Wed Jul 06, 2005 9:33 am; edited 2 times in total

#47196 - mymateo - Wed Jul 06, 2005 8:02 am

Jolarix wrote:
Could someone give detailed instructions on how to append the two files, in the new version?

Each time I do it, the copied file, (which ends up in some wierd directory) is only like 40k big, which obviously doesn't work. I've tried using DosBOX, but to no avail. DosBOX's copy abilities are very very poor, and I assume everyone is using Window's XP command prompt. Please tell me how to do this.

At least the emulator by itself loads on my flash card. I just need to append that damn file.

Thanks


try:

copy file1.ext /b + file2.ext /b newfile.ext /b

[EDIT]
copy /b file1.ext + file2.ext newfile.ext

This is also easier... and is also the method described in the readme with the newest version. By the way, this emulator is awesome! I really like to see such great speed and (on games that work) good graphics and sound.
[/edit]

This forces the copy command to treat everything as binary. I don't know the technical reason why this works, but I had the same problem and this fixed it.

#47204 - amiga - Wed Jul 06, 2005 10:50 am

First of all, thanks for this emu

Latest version is better with sound and upper screen but some games especially the konamy ones (Castlevania, gradius,contra) that worked in the first version now stop working with a black screen.

At least Gradius3 stops working after the konami symbol.

#47212 - tepples - Wed Jul 06, 2005 2:22 pm

IxthusTiger wrote:
However, colors are more vibrant on the PSP, and make the DS look washed out.

Is it using GBA gamma control on the Nintendo DS? My tests indicate that the DS's gamma is closer to that of the Game Boy Player or an emulator.

If you use MS-DOS copy, make sure to use the /b switch (/b not b/, tatsui), or it'll stop working at the first 0x1A byte, which indicated end-of-file for text files in MS-DOS 1.0. An alternative is 'catbin' which comes with the GBFS distribution.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#47215 - olimar - Wed Jul 06, 2005 2:34 pm



Last edited by olimar on Wed Aug 20, 2008 9:46 pm; edited 1 time in total

#47219 - tatsui - Wed Jul 06, 2005 3:06 pm

tepples wrote:
IxthusTiger wrote:
However, colors are more vibrant on the PSP, and make the DS look washed out.

Is it using GBA gamma control on the Nintendo DS? My tests indicate that the DS's gamma is closer to that of the Game Boy Player or an emulator.

If you use MS-DOS copy, make sure to use the /b switch (/b not b/, tatsui), or it'll stop working at the first 0x1A byte, which indicated end-of-file for text files in MS-DOS 1.0. An alternative is 'catbin' which comes with the GBFS distribution.


yeah sure it's /b
but the error was i didn't pay attention to the 512 header needed for the rom :p everything's fine now

thanks to olimar for his impressive work :)

#47221 - wrayal - Wed Jul 06, 2005 3:17 pm

I'm having the same problem as tatsui, but unlike him nothing has seemed to fix it - I've tried cat (mingsys), copy and a hex editor, every time it came up with an ARM9 execution error

Any clues?

Wrayal

#47222 - tatsui - Wed Jul 06, 2005 3:29 pm

wrayal wrote:
I'm having the same problem as tatsui, but unlike him nothing has seemed to fix it - I've tried cat (mingsys), copy and a hex editor, every time it came up with an ARM9 execution error

Any clues?

Wrayal


be sure your rom get an header like this, it worked for me :)


[Images not permitted - Click here to view it]

#47242 - Totakeke - Wed Jul 06, 2005 6:57 pm

I'm going crazy looking for this "updated version" that doesn't need a WifiMe (you can append the rom to the emu instead) but I don't see a URL to a new version anywhere.

The first version's URL that was posed in page 2 doesn't work anymore.

#47247 - Sappharad - Wed Jul 06, 2005 7:20 pm

Totakeke wrote:
I'm going crazy looking for this "updated version" that doesn't need a WifiMe (you can append the rom to the emu instead) but I don't see a URL to a new version anywhere.

The first version's URL that was posed in page 2 doesn't work anymore.

It was taken down, because of the same guy who snatched a domain for pocketSNES long ago, and made a fake site for it. This particular person decided to snatch a domain for snesDS, and put up another site for it.

Since then, he's taken it down, so hopefully....

Edit: Felt kinda bad that I didn't credit where I got this information. Someone posted it on the forums at PIRACY-DOT-COM. That's where I read it, and someone wrote it, so it must be right!


Last edited by Sappharad on Thu Jul 07, 2005 2:54 am; edited 1 time in total

#47287 - DSac - Thu Jul 07, 2005 2:06 am

This is looking really great.

I was thinking of getting a flashcart for some homebrew games, apps, and whatnot, and I think this seals the deal. What product(s) do I need so that I can run this SNES emulator as well as homebrew GBA roms and apps?

#47288 - Diskun - Thu Jul 07, 2005 2:07 am

Sappharad wrote:
Totakeke wrote:
I'm going crazy looking for this "updated version" that doesn't need a WifiMe (you can append the rom to the emu instead) but I don't see a URL to a new version anywhere.

The first version's URL that was posed in page 2 doesn't work anymore.

It was taken down, because of the same guy who snatched a domain for pocketSNES long ago, and made a fake site for it. This particular person decided to snatch a domain for snesDS, and put up another site for it.

Since then, he's taken it down, so hopefully....
I would donate some space of my server for loopy and the SnesDS project if he wanted, with its short subdomain (snesds.ndsspain.com), FTP access, no ads, fast transfer rate, unlimited bandwidth and up to 150Mb of disk space.

He only has to ask for it :P
Greets.

#47291 - The 9th Sage - Thu Jul 07, 2005 2:48 am

Sappharad wrote:

It was taken down, because of the same guy who snatched a domain for pocketSNES long ago, and made a fake site for it. This particular person decided to snatch a domain for snesDS, and put up another site for it.

Since then, he's taken it down, so hopefully....


That's too bad...I'd love to try out this emulator. I wonder why he would make this fake site (ad revenue?)? It's such an underhanded stupid thing for someone to do.
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#47293 - mymateo - Thu Jul 07, 2005 3:14 am

DSac wrote:
This is looking really great.

I was thinking of getting a flashcart for some homebrew games, apps, and whatnot, and I think this seals the deal. What product(s) do I need so that I can run this SNES emulator as well as homebrew GBA roms and apps?


You need:

-A DS
-A GBA flashcart with either
(a) its own standalone cart flasher
(b) a GBA and compatible software (would come with the cart)
-Some way of making your DS boot off the GBA slot, either
(a) PassMe
(b) WiFiMe
(c) FlashMe

A Neo Flash kit would cover the 2nd and 3rd, but you have to supply your own DS :)

The WiFiMe option would require you to have a compatible Wireless NIC installed (look at this page for a good list of cards -- I would recommend a PCI card over a USB adapter. I don't know off hand if the USB adapters work).

The FlashMe option would require you to use either the PassMe of WiFiMe to upgrade your DS.

The PassMe option is just plain annoying if you ask me. A great little gadget, but klunky.

As for choosing a flash cart, I can only say that I like my Flash2Advance, and I've heard good things about the EZ Flash Advance carts, but definately do some research first, then shop for prices. Some sites will bleed you dry, others have fair pricing.

Good luck!

#47294 - hoagie - Thu Jul 07, 2005 3:30 am

just tried mario world and Yoshi's island.

mario worked, but teh sound was really low in volume. Yoshi didnt run.

#47297 - kerrle - Thu Jul 07, 2005 3:38 am

Yoshi's Island has a SFX2 chip in it. It doesn't suprise me at all that it didn't run.

#47312 - Kir - Thu Jul 07, 2005 4:49 am

Tried different ROMs, but almost all resulted in black screens. But i think it's problem with my roms (possibly bad headers :( ), not with emulator. The only game I managed to run is Paperboy 2. It runs pretty fast, sound is ok, but sprites are flickering and sometimes they become completely invisible.

#47317 - Cbass182 - Thu Jul 07, 2005 7:34 am

go to the snesadvance.org site and look at that compatibility list...it's a port of that emu, and the majority of those games work with the snes version...It's the emulator, not your roms...

Games i've gotten to work:

Near Perfect:
Megaman X
Super Mario World
Super R-type
Aero Fighters

Has Errors:
Legend of Zelda...can't get past the name entry screen...dammit...
Super Smash TV (sound is goofy)
Earthworm Jim 1 and 2 (goofy sound, garbled menu grafix)
TMNT 4 (no sprites show up...darn...)

Someone should start a compatibility list topic somewhere...

#47330 - The 9th Sage - Thu Jul 07, 2005 4:08 pm

Cbass182 wrote:

Games i've gotten to work:

Near Perfect:
Megaman X
Super Mario World
Super R-type
Aero Fighters


From what I've tried, you can add Pocky and Rocky (although it has some slight sound problems) and strangely, the game Brandish! to that list (although for some reason when you aren't moving it's a bit flickery). I say strangely because I wasn't actually expecting this game to work at all. :P

And Soulblazer works pretty well to a point, then it crashes...I think it might be a sound problem since there are some really crazy weird things going on there with that game and sound.

*edit*
On second thought, Brandish doesn't quite work...it seems that something is not right...I know those chests aren't supposed to be empty, and when I go down a level it's quite messed up. Oh well, heh. That's what I get for doing just a quick check. ^_^
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Last edited by The 9th Sage on Fri Jul 08, 2005 2:41 am; edited 1 time in total

#47333 - Veg - Thu Jul 07, 2005 6:22 pm

Not that I expect it to help, but I've tried out a few games:

Indiana Jones Trilogy [U] - Title & menu gfx totally messed up, but game itself is fine (bar some slight background errors).

International Superstar Soccer Deluxe [E]
- seems to hang on the title.

JRR Tolkien's Lord of the Rings - Volume One [U] - 'Crash! (Abort)' message.

The Lost Vikings 2 [U] - just two black screens

Micro Machines [E] - seems to load a messed up title logo, fade away, and then hangs on black screens.

Micro Machines 2 - Turbo Tournament [E] - Title & menu gfx messed up, but races themselves seem to be fine (at least, the first race was. The second one had messed up background, so I was unable to complete it).

Legend of the Mystical Ninja [E] - Gets stuck at title screen, as no menu appears. No sound.

NBA Jam [U] - Gets into game selection, and then 'Crash! (Abort)' message.

Sensible Soccer - International Edition [E] - Just two black screens.

Street Fighter 2 Turbo [U] - 'Crash! (Abort)' message after Capcom

Super Bomberman [E] - background messed up (seems like it has been made very small and drawn in top left?).

Wing Commander [E] - Just black screens

Zool [E] - 'Crash! (Abort)' message straight away.

#47335 - Freakker - Thu Jul 07, 2005 7:04 pm

Gundam Wing - Endless Duel shows the first part of the intro, the rest is messed up.
MegaMan 7 doesn't show any sprites

#47339 - taichi - Thu Jul 07, 2005 8:51 pm

mario kart - dont start
pilotwings - splash is nearly perfect, ingame broken
donkey kong country 3 - dont start

#47347 - tepples - Thu Jul 07, 2005 10:15 pm

Super Mario Kart and Pilotwings use a custom DSP on the Game Pak for physics calculations. PC-based emulators know how to emulate the DSP; SNES Advance doesn't. Given the extra CPU cycles, would it be too hard to add DSP emulation? (Yes, I know Super FX and SA-1 are probably out of the question.)
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#47358 - Cbass182 - Fri Jul 08, 2005 12:54 am

here are all the games i've gotten to run so far...some have messed up sound, but you can just turn the sound down on yer ds...

3 ninjas kick back
aero fighters
alien 3
bio metal
bonkers
daffy duck - the marvin mission
darius twin
earthworm jim
earthworm jim 2
fatal fury
megaman x
smash tv
super buster brothers
super ghouls n ghosts (messed up background but still playable)
super mario world
super r-type

I'll add more l8er...

#47360 - Freakker - Fri Jul 08, 2005 2:28 am

I'm I the only one that has messed up backgrounds on MegaMan X?

#47378 - tatsui - Fri Jul 08, 2005 8:45 am

Freakker wrote:
I'm I the only one that has messed up backgrounds on MegaMan X?


try rom version 1.1 not the 1.0 ;)

#47379 - tatsui - Fri Jul 08, 2005 8:50 am

Cbass182 wrote:
here are all the games i've gotten to run so far...some have messed up sound, but you can just turn the sound down on yer ds...

3 ninjas kick back
aero fighters
alien 3
bio metal
bonkers
daffy duck - the marvin mission
darius twin
earthworm jim
earthworm jim 2
fatal fury
megaman x
smash tv
super buster brothers
super ghouls n ghosts (messed up background but still playable)
super mario world
super r-type

I'll add more l8er...


+
pocky and rocky
ranma 1/2 (gfx problem, no life bar)
road runner (music problem )
super aleste

#47383 - elbee - Fri Jul 08, 2005 1:02 pm

olimar wrote:
tepples wrote:
IxthusTiger wrote:
However, colors are more vibrant on the PSP, and make the DS look washed out.
Is it using GBA gamma control on the Nintendo DS? My tests indicate that the DS's gamma is closer to that of the Game Boy Player or an emulator.
It was using old GBA gamma settings.
I put a progress page here.

Anyone has a way to convert a precompiled snesDS.ds.gba to a .nds, so I can use it with darkain-loader with other homebrew? I allready tried pme2nds but it hasn't a AXXE sig. Maybe cut of the gba-loader, and insert as arm9 in .nds with ndstool? Would be nice if the inserter-tool could generate a .nds file too :-)

Thanks olimar/gladius/flubba/sephiroth2k, for this nice emu !!

#47402 - Freakker - Fri Jul 08, 2005 4:16 pm

King of the Monsters 2 - Except for black text(insted of white), and broken buildings turning into black blocks, this game works fine.

#47464 - The 9th Sage - Sat Jul 09, 2005 4:58 am

Take this with a grain of salt, as I haven't gotten that far yet, but so far, pretty far into the beginning part there, Earthbound is working with sound. The trick seems to be setting the audio to mono. I had it freeze on me after the naming screens until I did this.

Weird. :P Oh, and use most current build.

*edit*
On further testing, seems to crash on battles, unless you save, stop playing, then re set the sound to Stereo. Must be it just doesn't like that one song at the beginning or something. >_> Seemed to crash after I leveled up for some reason too. Oh well.

I'm gonna take a wild guess and say 'try the no sound' build on this one.
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#47470 - Sappharad - Sat Jul 09, 2005 6:36 am

The 9th Sage wrote:
Take this with a grain of salt, as I haven't gotten that far yet, but so far, pretty far into the beginning part there, Earthbound is working with sound. The trick seems to be setting the audio to mono. I had it freeze on me after the naming screens until I did this.

Weird. :P Oh, and use most current build.

I started a game of Earthbound earlier today, and it worked fine for me with audio set to Stereo. I played all the way up until after Ness gets his photo taken for the first time, then I saved. The game never froze on me like you've mentioned above.

Of course, there are graphical problems in most battles, (the wrong tiles get loaded for the YOU WIN! text, and often the HP values) but other than that I didn't have a problem. You did make sure the version of Earthbound you're using is the one in the Superdat included with the emulator?

I'm surprized sound and music was working too, because the SPC's don't play in version 0.2 of gladius's standalone SPC player.

#47474 - Dark Knight ez - Sat Jul 09, 2005 1:07 pm

Quote:
Legend of Zelda...can't get past the name entry screen...dammit...
That can be solved by using Start to actually enter a name, instead of trying to go to the 'End' option in the name entry screen. The game itself seems to work pretty good. As does Musya (was already supported by SNES Advance).

#47495 - Dwedit - Sat Jul 09, 2005 6:50 pm

I think this topic should be split into Noob bashing/snesds components.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."

#47496 - unrequited - Sat Jul 09, 2005 7:00 pm

I was just laughing about that.
_________________
-Unrequited

#47497 - tepples - Sat Jul 09, 2005 7:06 pm

Splitoris ;-)
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#47523 - panzeramd - Sun Jul 10, 2005 2:38 pm

Here are some games that i have tested.

Alien 3 -- Game Loads up, but doesn't work ( screen goes black ).

Alien Vs Predator -- Works, but has graphical errors which obscure the screen.

Batman Returns -- loads to the Konami screen and thats it.

Buggs bunny in Rabbit Rampage -- Works, but the sound cuts out ( update 10/7/05 : sound now works.

Bustmove ( bubble bubble series ) -- works, but the graphics are corrupt to the point that it's unplayable.

Bomberman 4 -- Doesn't work ( may not have it setup right ).

Cannon fodder -- doesn't work.

Castlevania 4 -- works, but has to much graphical corrupt to play

Castlevania 5 ( X ) -- doesn't work

Chaos Engine -- Works, but the graphics are too corrupt to play the game.

Chrono Trigger -- Doesn't work

Dragon : The Bruce Lee Story -- Works, But moves to fast to play.

Fatal Fury 2 -- Loads to the start screen, but will not go any further.

Final fight -- Doesn't work

Final fight 2 -- Works

Final fantasy 2 -- doesn't work.

Final fantasy 3 ( 6 ) -- doesn't work.

Final fantasy 4 -- Ditto.

Final fantasy 5 -- Loaded in the first release of snesDS ( graphics became to corrupt to play when using the chocobo. no longer works with later versions of snesDS.

Gradius -- Works ( no sound ).

Itchy and scratchy -- Loads to the acclaim logo then goes blank.

Jetsons -- Doesn't work.

The lawnmower man -- works, but in game graphics are too corrupt to play.

The legend of zelda -- Works, Graphical corruption occurs around trees ( black rings ).

Megaman 7 -- Works, but characters are missing.

Megaman X -- Doesn't work ( Tatsui says other wise and he may be right, i will check again though ).

Robocop 3 -- Doesn't work.

Seiken Densetsu 3 -- Loads with corrupt graphics, but when you start a game, the screen goes black.

Shadowrun -- Works, but there are white rectangles all over the screen.

Secret of mana -- Doesn't work

Super Metroid -- Works fine.

Super Star Wars -- Works, but foreground and background graphics are corrupt.

Super Chase HQ -- loads, but graphics are too corrupt to play the game.

Super Off Road -- Works.

Terminator 1 -- Doesn't work.

Terminator 2 -- Ditto.

Top Gear -- Loads, but can't play the game.

Turtles 5 Tournment fighters -- Doesn't work

Turtles 4 -- Works, but missing characters on the screen.

WWF Super wrestlemania -- Loads with corrupt graphics, crashes when you start a game.

WWF Raw -- Doesn't Work.

I will add more later.


Last edited by panzeramd on Sun Jul 10, 2005 6:01 pm; edited 3 times in total

#47524 - tatsui - Sun Jul 10, 2005 3:00 pm

Megaman X and Alien 3 work.

#47525 - Dark Knight ez - Sun Jul 10, 2005 3:03 pm

Quote:
The legend of zelda -- Works, Graphical corruption occurs around trees ( black rings ).

True. And only in those black rings is rain shown; the rain is probably in the wrong/bottom layer?
Plus, one can see that when Link walks on a stair case, his body remains fully shown, even though it shouldn't. (Part of the stair case should be covering his body.) That is also apparent in Prince Of Persia (E), in the intro (when doing nothing), when Jafar walks towards the princess and his body is seen in front of the pillars in the foreground.

Great work overall though. Snes on the DS. :)

#47527 - panzeramd - Sun Jul 10, 2005 3:09 pm

tatsui wrote:
Megaman X and Alien 3 work.


On the SnesDS version ( 8/7/05 ) with the fixed SRAM saving. Alien 3 doesn't work for me.

As for mega man X, I think you may right.

#47529 - tatsui - Sun Jul 10, 2005 3:36 pm

panzeramd wrote:
tatsui wrote:
Megaman X and Alien 3 work.


On the SnesDS version ( 8/7/05 ) with the fixed SRAM saving. Alien 3 doesn't work for me.

As for mega man X, I think you may right.


yes, Alien doesn't work on 8/7 version, my mistake.
Megaman X (v1.1) work

#47537 - IxthusTiger - Sun Jul 10, 2005 5:55 pm

panzer... is your super metroid getting past the intro? Mine crashes right before I get into Ceres Station.

#47544 - panzeramd - Sun Jul 10, 2005 6:37 pm

IxthusTiger wrote:
panzer... is your super metroid getting past the intro? Mine crashes right before I get into Ceres Station.


Yeah, i can play the game its self with the 8/7/ release, but the 10/7/05 release crashes ).

More games work.

Final fight 2 -- works with 10/7/05 release

#47546 - IxthusTiger - Sun Jul 10, 2005 6:43 pm

mine was crashing in the July 8th release :(

#47548 - Dark Knight ez - Sun Jul 10, 2005 7:15 pm

Different region, maybe? In the european version, the intro crashed in the latest release on July 8th, still does with the first release on July 10th.

#47549 - tepples - Sun Jul 10, 2005 7:33 pm

Does the emulator have a 50/60 switch? If not, (E) games might crash.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#47551 - Dark Knight ez - Sun Jul 10, 2005 8:07 pm

It seems it does, although it cannot be set by the user manually. The inserter program shows whether a game is PAL region or not.
The Legend Of Zelda - A Link To The Past (E) works nearly flawlessly, by the way (they got rid of the sound bugs too!) so I'm guessing the emulator actually does something with the PAL detection too. ;)

#47553 - tepples - Sun Jul 10, 2005 8:28 pm

Dark Knight ez wrote:
Quote:
The legend of zelda -- Works, Graphical corruption occurs around trees ( black rings ).

True. And only in those black rings is rain shown; the rain is probably in the wrong/bottom layer?
Plus, one can see that when Link walks on a stair case, his body remains fully shown, even though it shouldn't. (Part of the stair case should be covering his body.) That is also apparent in Prince Of Persia (E), in the intro (when doing nothing), when Jafar walks towards the princess and his body is seen in front of the pillars in the foreground.

Super NES has only three BG layers, but each tile has a priority bit that allows it to be pushed farther down in the stack. GBA and Nintendo DS have four BG layers and no priority bit. Thus if two or three layers in a Super NES game both use the priority bit, then the display can't be virtualized onto the GBA 2D core. Likewise, games that use subtractive blending for shadows won't work because the GBA 2D core doesn't support subtractive blending.

Someone may have to write a new rendering engine that uses the DS's 3D graphics hardware.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#47554 - dagamer34 - Sun Jul 10, 2005 8:37 pm

tepples wrote:
Dark Knight ez wrote:
Quote:
The legend of zelda -- Works, Graphical corruption occurs around trees ( black rings ).

True. And only in those black rings is rain shown; the rain is probably in the wrong/bottom layer?
Plus, one can see that when Link walks on a stair case, his body remains fully shown, even though it shouldn't. (Part of the stair case should be covering his body.) That is also apparent in Prince Of Persia (E), in the intro (when doing nothing), when Jafar walks towards the princess and his body is seen in front of the pillars in the foreground.

Super NES has only three BG layers, but each tile has a priority bit that allows it to be pushed farther down in the stack. GBA and Nintendo DS have four BG layers and no priority bit. Thus if two or three layers in a Super NES game both use the priority bit, then the display can't be virtualized onto the GBA 2D core. Likewise, games that use subtractive blending for shadows won't work because the GBA 2D core doesn't support subtractive blending.

Someone may have to write a new rendering engine that uses the DS's 3D graphics hardware.


Because we understand it soo well.

Sorry for the sarcasm... :/

At least snesDS is better than poop on a stick.
_________________
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#47586 - The 9th Sage - Mon Jul 11, 2005 2:37 am

"I started a game of Earthbound earlier today, and it worked fine for me with audio set to Stereo. I played all the way up until after Ness gets his photo taken for the first time, then I saved. The game never froze on me like you've mentioned above."

With the version from the eighth? Hm....I wonder what my problem was, I had it randomly freeze with the sound still playing (then eventually crash) on me a few times, at least it seemed random (now that I've tried to play more, I think my so called sound crash was probably just a random freeze). I never even played past the first part, with Pokey and your dog in tow because it eventually kept crashing on me.

Maybe I have a bad ROM or something? It is verified as good in NSRT though, and I've had no problems with it from what I've played on my PC. Maybe I just need to clean my cartridge or something. O_o;;

*edit*
Seems to be working better now, using most current version of SnesDS. Maybe it was my cart needing cleaning or something. I suppose a flash cart might be sensitive to something like that.

Boy that battle with that first Starman was rough though...couldn't see anything but Starman. :P
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#47600 - panzeramd - Mon Jul 11, 2005 6:34 am

IxthusTiger wrote:
mine was crashing in the July 8th release :(



It could have have been the initial release. I am sure that i did play, but with so many releases, its hard to keep track.

#47611 - Dark Knight ez - Mon Jul 11, 2005 10:24 am

Thanks for the explaining that to me, Tepples. It's pretty understandable now, why those 'bugs' occur.

#47617 - Sodeju - Mon Jul 11, 2005 12:54 pm

Super Metroid is crashing, when the intro is over :(

#47628 - lambi1982 - Mon Jul 11, 2005 4:01 pm

Im not sure if anyone else has posted this but I just want to thank everyone invloved with DS homebrew, Hacks, Emulators ect...

I was so amased to see the DS playing SNES Far better than the PSP. I recently have been using the PSP a bit more than the DS but have now come to the conclusion that the system SUCKS (PSP).......

(PSP)The Games are boring ( except for Lumins ) no friggin replay on those things, the funny thing is, with less than half the power of the PSP the DS blows it out of the water. sure the PSP is pretty, but seeing Super Mario WORLD in full frame rate with sound on, unlike the PSP where you have to push the freakin thing to 333Mhz without sound just to get a playable game....

Rock on' to all of you, you have my respect and the respect of many others. Thank you I had to get that out ;) -- Now who wants to buy my PSP------ ;)
_________________
Who, Me?

#47632 - Eponick - Mon Jul 11, 2005 4:24 pm

Ill give you $2, thats as high as I go though...
Maybe $5 if you throw in a game :P

Also I was wondering if anyone else was having problems with the wireless version of snesDS?
I got it put together and it loads up in WMB but when I try to download it says "Connection Error".
I dont get this problem with any other wireless demo/app so its not my setup.

#47654 - tepples - Mon Jul 11, 2005 11:28 pm

Plenty of people on eBay want to buy a PSP, especially one with version 1.50 firmware (the only US firmware that can run homebrew). Best thing about it is that even if you give up your PSP, you don't have to give up Lumines.

For the rest of you: before you make the wrong decision, please see my only slightly partial guide to deciding which handheld system to buy.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#47657 - MrAdults - Tue Jul 12, 2005 12:14 am

Quote:
I was so amased to see the DS playing SNES Far better than the PSP. I recently have been using the PSP a bit more than the DS but have now come to the conclusion that the system SUCKS (PSP).......


Mm, well, that's ignoring the fact that the DS SNES emulator in question is full of obscenely optimized hand-written ARM that was originally intended to run on a GBA. The SNES9X PSP ports are rather quick jobs with, to my knowledge, little or no hand-optimized MIPS routines.

-Rich

#47660 - mrnull - Tue Jul 12, 2005 1:19 am

UPDATE

Figured out how to get it working with a flashcard.
http://www.silenceisdefeat.org/~dscener/?module=articles&c=news&b=4&a=1

--------------------

Took a quick look at the example.bat

I tried
Code:
cat arm9.bin mygames.sms > snes.bin
and was greated with that wonderful white screen. Is there a step that I'm leaving out to get it working with a flash carrd and passme?

Last edited by mrnull on Tue Jul 12, 2005 3:21 am; edited 1 time in total

#47661 - The 9th Sage - Tue Jul 12, 2005 1:20 am

Sodeju wrote:
Super Metroid is crashing, when the intro is over :(


I think it's just to do with the actual gameplay since I flashed a save well past that and it crashed as soon as the game tried to load the level, after the initial map screen. Haven't tried the soundless version yet though...maybe that'll work.
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#47662 - The 9th Sage - Tue Jul 12, 2005 1:25 am

I think the white screens using the WMB version are from the ROM being too large....there is a 4 MB size limit overall, but there are probably some other limitations also that I don't know (like how much of that RAM the program is loading into does snesDS need?). I wouldn't mess with that version too much yet though, I've had some weird bugs pop up trying games via it that didn't happen with the regular version. As Loopy said himself, it's a bit hacky yet, so probably it has some kinks thus far. Still a pretty awesome idea though. :)
_________________
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#47674 - Eponick - Tue Jul 12, 2005 5:39 am

You were right, the rom cant be bigger than 2.5mb or so.
I did manage to get "Tetris & Dr. Mario" booted and the gameplay was perfect and the sound was perfect but the menus didnt show anything but 0's =P

#47676 - tepples - Tue Jul 12, 2005 6:00 am

I wonder if things could be rearranged in EWRAM so that 3 MB ROMs could boot, or (in the case of 4 MB ROMs) if it could load banks dynamically from the ROM into RAM (as in PocketNES for GBA Movie Player).
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#47677 - dovoto - Tue Jul 12, 2005 6:17 am

There may be ample room to fit the entire exicutible portion of the emu outside of ewram...keep in mind you have 600 or so KB of vram to use and what is not needed by the graphics render can be used to exicute code....

Also you should be able to exicute rom strait from the gba cart without issue.

How big is snesDS when runing? (including ram usage and vram usage)
_________________
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#47679 - octopusfluff - Tue Jul 12, 2005 6:29 am

dovoto wrote:
There may be ample room to fit the entire exicutible portion of the emu outside of ewram...keep in mind you have 600 or so KB of vram to use and what is not needed by the graphics render can be used to exicute code....


I have to say, I am absolutely tickled at the thought of having the SPC700 memory and state in the video ram. Don't know how feasible that is due to the CPU access restrictions (does the ARM7 have full access to the vram? I haven't been keeping up), but the idea is incredibly amusing to me.

#47681 - dovoto - Tue Jul 12, 2005 7:53 am

arm7 has access to 256K of vram (to use as working ram not video memory).
_________________
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#47702 - lambi1982 - Tue Jul 12, 2005 3:15 pm

Im not really gonna sell it, thanks for the info though.

I was being sarcastic, the system still has pro's but thats for another forum, plus after playing through Super Mario World there were some itsy bitsy flaws ( like the first castle ) but still amazing.

So cool to see lumins on GBA, but would be a Freakin' awesome to see it one DS.

Thats all for now ;)
_________________
Who, Me?

#47709 - bluknight - Tue Jul 12, 2005 5:10 pm

If it works on the GBA I believe it also will work on the DS... and if not, I think it would be a very simple port.

Is there a game online of lumines? I hear everyone talking about it, but I've never played it.

#47712 - kwekee - Tue Jul 12, 2005 6:05 pm

supermario world had a black sky on my ds.. And some sprites dont show up right(the pillars that come down and crush you in first castle). This has something to do with the three layers??

#47714 - gladius - Tue Jul 12, 2005 6:29 pm

The black sky is because super mario world uses a technique called fixed color addition to change the background color. This is not emulated yet. As for the pillars, I'm not entirely sure, but it looks like it might be a priority and/or scrolling bug.

#47717 - Dwedit - Tue Jul 12, 2005 7:18 pm

The crash whenever you leave a ghost house pretty much makes SMW unplayable.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."

#47738 - Sappharad - Tue Jul 12, 2005 10:32 pm

Dwedit wrote:
The crash whenever you leave a ghost house pretty much makes SMW unplayable.

The crashes are random.
Play it again, and maybe you'll get through. I got about half way through the game before I tried a different game and lost my save, so I know it's possible.

I'm assuming the random crashes are sound related, because in all of the games they happen in for me, there's always no sound playing when it crashes. (Ex: Mario games after a level, Earthbound after a battle ends, etc.)

The only game I've found that is almost completely playable right now is Kirby's Dream Course. After the glitchy title scren, everything works fine, aside from layer issues.

#47778 - Mark_RC - Wed Jul 13, 2005 8:47 am

I completed SMW with all 96 exits. I had problems with some castles and it only crashed for me two or three times.

#47791 - czc - Wed Jul 13, 2005 4:39 pm

Super R Type works, but i can't test it very far, i always die in the first level :)

#47871 - Kir - Thu Jul 14, 2005 5:47 am

So far I've found only two games that work almost perfectly : Goof Troop and Tetris Attack. Others (like Prince Of Persia and Dion) have problems with layers ordering & transparencies, garbled graphics in menus (Ninjawarriors Again) or in game (Megaman X).

#47874 - mymateo - Thu Jul 14, 2005 6:36 am

Am I the only one who has problems with the bosses in SMW? I've noticed the other problems people have mentioned (the pillars in the castle not being where they should, black sky, random crashes exiting ghost houses, etc) but nobody's mentioned anything about the bosses.

When I get to the end of a castle, I'm lucky if I can tell where Mario is. All over the screen, there's just a jumble of random tiles, either no sprite or garbled graphics for the boss, and usually Mario is just a garbled sprite jumping around like an idiot hoping he hits something and doesn't die.

I'm using the US version of the ROM, and the checksum is OK, so I would have to wonder what I'm doing wrong if indeed I AM the only person with these problems.

Thansk

[Edit] - Should read "Thanks" at the end there... dang, I'm dyslexic. And why is that word so f'd up?


Last edited by mymateo on Thu Jul 14, 2005 8:40 am; edited 1 time in total

#47882 - Dwedit - Thu Jul 14, 2005 7:50 am

For me, Mario is visible despite a really glitched up background which rotates fine. At least on the first boss.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."

#47894 - Shoryu - Thu Jul 14, 2005 12:32 pm

For those interested in snesds compatibility , I made a list here :
http://luffy.free.fr/nds/snesds_compat/index.php
Enjoy :)

#47902 - dovoto - Thu Jul 14, 2005 4:27 pm

Shoryu wrote:
For those interested in snesds compatibility , I made a list here :
http://luffy.free.fr/nds/snesds_compat/index.php
Enjoy :)


Site looks great...hopefully this will keep this thread more focused. Might want to stick a link to loopy's site on your page though...mainly so we can check what the current build is quickly :). Good work and thanks.
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#47905 - Eponick - Thu Jul 14, 2005 5:08 pm

Shoryu wrote:
For those interested in snesds compatibility , I made a list here :
http://luffy.free.fr/nds/snesds_compat/index.php
Enjoy :)


Good job =)

Tested and posted 13 games that werent on there.
I would have done more but im still waiting on my new F2A USB Cable to arrive (USB Cable broke the day after SnesDS was released >_<) and those were the only ones I had smaller than 2.5mb for wireless multiboot.

Also you might want to think about some type of editing system.
I accidentally posted that I used the No Sound version for Ogre Battle :P

#48141 - Chetic - Sun Jul 17, 2005 4:24 pm

Did work slow down or did the updates just get longer delays?
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#48149 - octopusfluff - Sun Jul 17, 2005 5:29 pm

From the snesDS page:

Code:
(Busy with another project, updates will be slow for a few weeks.)

#48158 - josath - Sun Jul 17, 2005 6:51 pm

/me wonders if other project is wifi related...

#48159 - HoBoSexual@Q-C{514}Jesus$ - Sun Jul 17, 2005 7:05 pm

do you need to flash your firmware to run Snesds?...and when you do, do you still need the wifime to send the emulator to the ds?....also is a EZ flash powerstar 256 recommended?...If anyone can give me a link to some sort of getting started page that would be much appreciated...and if these questions are answered there sry..

#48169 - TheChuckster - Sun Jul 17, 2005 8:52 pm

Nice username. :\

#48299 - mymateo - Mon Jul 18, 2005 9:33 pm

HoBoSexual@Q-C{514}Jesus$ wrote:
do you need to flash your firmware to run Snesds?


No, if you use the WiFiMe then you do not need to flash your DS.

HoBoSexual@Q-C{514}Jesus$ wrote:
and when you do, do you still need the wifime to send the emulator to the ds?


Only if you use the WiFi Only version, or don't have a GBA flash cart.

HoBoSexual@Q-C{514}Jesus$ wrote:
also is a EZ flash powerstar 256 recommended?


Sorry, can't help with that.

HoBoSexual@Q-C{514}Jesus$ wrote:
If anyone can give me a link to some sort of getting started page that would be much appreciated


Sorry, can't help with that either. But I can tell you that if you flash your DS and have a GBA Flash Cart, then it's as easy as setting up to play a rom on your GBA, you just flash a DS rom and plug it into your DS instead. And all that should be explained in your flash cart's documentiation (usually).

Good luck!

#48302 - Freakker - Mon Jul 18, 2005 10:19 pm

I have a EZ Flash II 256 PowerStar, and it works fine.

#48634 - Chetic - Thu Jul 21, 2005 10:33 am

HoBoSexual@Q-C{514}Jesus$ wrote:
do you need to flash your firmware to run Snesds?...and when you do, do you still need the wifime to send the emulator to the ds?....also is a EZ flash powerstar 256 recommended?...If anyone can give me a link to some sort of getting started page that would be much appreciated...and if these questions are answered there sry..


You can PM me with any questions, I'll gladly answer them
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#48795 - Cbass182 - Fri Jul 22, 2005 3:26 pm

Updated...

(21/7/2005) More sound changes, in-game menu (touch the screen).

#48811 - HoBoSexual@Q-C{514}Jesus$ - Fri Jul 22, 2005 6:40 pm

Thanks Chetic and mymateo..much apppreciated

#48815 - czc - Fri Jul 22, 2005 7:32 pm

Goof Troop
Super R Type

work fine , but legend of zelda doesn't start in this release : black screen.

My 2 cents report.

#48816 - gladius - Fri Jul 22, 2005 7:34 pm

Legend of Zelda works fine for me. Are you using the european version perhaps? Or not enabling SRAM support?

#48830 - czc - Fri Jul 22, 2005 10:02 pm

I put it in the first place, now it works. SRAM was activated the first time, maybe i used to much roms on my first try.

#48833 - ethoscapade - Fri Jul 22, 2005 10:35 pm

don't suppose super metroid / chrono trigger / final fantasy 4 / tetris attack have been fixed?

#48835 - Freakker - Fri Jul 22, 2005 11:12 pm

I think the Chrono Trigger rom is 4 megabytes, so it is too big to fit in the DS's RAM, along with the emulator.

#48838 - tepples - Sat Jul 23, 2005 12:19 am

Freakker wrote:
I think the Chrono Trigger rom is 4 megabytes, so it is too big to fit in the DS's RAM, along with the emulator.

So will we need a hack called "SNESDS_compy"?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#48840 - olimar - Sat Jul 23, 2005 12:21 am



Last edited by olimar on Wed Aug 20, 2008 9:46 pm; edited 1 time in total

#48846 - Dwedit - Sat Jul 23, 2005 1:02 am

I think it would be possible to run chrono trigger if the entire emulator could run without using any main memory, maybe run from and use only temporary memory in VRAM for instance. But that would be quite constraining.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."

#48848 - abigsmurf - Sat Jul 23, 2005 1:32 am

Is there any reason why you can't run this off of the flashed Movie player? Or is it an unknown bug?

#48854 - IxthusTiger - Sat Jul 23, 2005 6:18 am

What offset can I set Tetris & Dr. Mario to so I can see the bottom row?

EDITL nemmind can't do it yet


Last edited by IxthusTiger on Sun Jul 24, 2005 9:26 pm; edited 1 time in total

#48936 - Dark Knight ez - Sun Jul 24, 2005 11:02 am

A quick bug report (although I don't know if loopy will read this) on Legend of Zelda.

After I beat a boss (the large worm one), got the third pendant, and the text appeared "You got all three pendants. Now go get the Master Sword", and I pressed A to continue with the game....... black screen.
The emulator still worked though; touching the screen gave me the option listing. The game however, wouldn't continue.
Has anybody got a clue what's so special about the transition (from 2 pendants to you can get the master sword)?

#48950 - gladius - Sun Jul 24, 2005 5:38 pm

That sounds like a cpu synchronization problem between the sound and master cpu.

#48989 - The 9th Sage - Mon Jul 25, 2005 3:56 am

gladius wrote:
That sounds like a cpu synchronization problem between the sound and master cpu.


A big culprit of this seems to be Soul Blazer for some reason....although, in the emulator sound is a bit funky on this game, so maybe it's doing something odd. It's weird how some games I never notice this (Pocky and Rocky) yet in others (Soul Blazer, sometimes in Earthbound) I do.
_________________
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#49150 - El Hobito - Tue Jul 26, 2005 9:56 pm

Anyone managed to figureout why it wont work with the gbamp when a rom is added to it?


Edit: just had had a play with the darkstar loader it works fine but as soon as you add a rom to it it no longer works so there must be something about the boot code it doesnt like (trying to access wrong area of memory?)

#49715 - Sodeju - Mon Aug 01, 2005 11:21 pm

(1/8/2005) Mode7 changes.
(30/7/2005) More sound changes, debug stuff, throttle option.

With the Mode7 changes, there are more games compitable? :o

#49720 - BLKGHOST - Mon Aug 01, 2005 11:58 pm

I tried on the GBAMP and got the nds version showing the menu (with a rom appended to it) but no game playing. i was only able to do it about 3 times and now nothing. I haven't check my CF card to see if it got corrupted in the process yet. Will do that in a few minutes.

#49736 - olimar - Tue Aug 02, 2005 3:19 am



Last edited by olimar on Wed Aug 20, 2008 9:47 pm; edited 1 time in total

#49744 - Empyrean - Tue Aug 02, 2005 4:11 am

Okay, now I'm just wondering, if a SNES emulator hasn't been ported to the DS, how does the M3 adapter (www.m3adapter.com) boast that it plays back SNES games?
_________________
3 is not an "e",
7 is not a "t",
1 is not an "l",
And for the love of God,
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#49745 - tepples - Tue Aug 02, 2005 4:14 am

A Super NES emulator has been ported, and a lot of the pira^W members over at Pocket Heaven love it, but it's just not yet as mature as, say, PocketNES.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#49750 - ethoscapade - Tue Aug 02, 2005 4:51 am

proper sram handling... proper sram handling...

also, kirby's dream course mysteriously starts having invisible obstacles around world 7, in spite of the fact that the game has worked more or less flawlessly until this point. just a heads up.

#49766 - tk - Tue Aug 02, 2005 10:30 am

I am using a gbamp to do this so I am trying to find a .nds version of snesds. I saw once or twice in the forums a mention of wifiing snesDs.nds but all I can find is the .exe which wont work with wmb. Am I missing something or are these people using a hex program and removing the first 512bytes to create a .nds thereselves?

#49775 - chishm - Tue Aug 02, 2005 12:25 pm

You want the BINs version. It has an example of how to make an NDS version. You can't use it with GBAMP yet

#49850 - El Hobito - Tue Aug 02, 2005 11:23 pm

how come metroid is the only game that "works" with the gbamp? thats rather odd that all the others either show white or black screens but when you run metroid the nintendo logo and everything appears then it dies. it must be something really silly and minor that stops it working. Maybe the code runs to fast for the cf card? i've noticed when doing my own code with it you need to put in a wait routine, just an idea anyway
and smash tv's splash screen works too

#49876 - tk - Wed Aug 03, 2005 4:24 am

El Hobito, what was the process to get it working on the gbamp?

#49879 - Empyrean - Wed Aug 03, 2005 6:26 am

Sorry, guys, I take it back. Even though M3 lists SNES in the compatible games on the device, I e-mailed them asking about it (since obviously, there are no fully working SNES emus for the DS), and they replied with:

"Hi,
All Flash Carts can not run SNES games perfectly. It is not concerned about the
flash cart , but the problem is about Emulator.
You?d better look for it on the net.
Regards
Danny"
_________________
3 is not an "e",
7 is not a "t",
1 is not an "l",
And for the love of God,
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#49900 - ethoscapade - Wed Aug 03, 2005 2:56 pm

megaman x no longer crashes at the pause screen, which, with the darkcube ips, makes the game 100% working.

super metroid no longer hangs when you enter ceres station, however.. it crashes at the pause screen =).

great, great job, loopy.

one question: officially, what is the status of 4mb roms? if snesds is running from a flashcart, does the rom still need to be copied into the DS's ram in order to run?

...will chrono trigger ever work?

#49913 - El Hobito - Wed Aug 03, 2005 4:58 pm

tk wrote:
El Hobito, what was the process to get it working on the gbamp?

dont get excited or anything it only shows the inital splash screen, at a guess i would recon it has a similar problem to nester ds where it runs for a few seconds then crashes with an overflow but it just so happens that these two games show a splash screen before it happens.
download the bins version and compile them with this bat file

copy /b arm9.bin + smw.smc snes9.bin
ndstool -c _boot_mp.nds -9 snes9.bin -7 arm7.bin -r9 0x2000000 -r7 0x2380000
f:
del *.nds
c:
cd\games\nds\snes
copy _boot_mp.nds f:
pause

#49915 - olimar - Wed Aug 03, 2005 5:05 pm



Last edited by olimar on Wed Aug 20, 2008 9:48 pm; edited 1 time in total

#49918 - dafatkid27 - Wed Aug 03, 2005 5:50 pm

I've got a problem. I made a Bins version of Super Metroid and loaded it into WiFi. My DS recognized it, started tio download it, but it didn't even get to 10% and it stopped and said it received de-authentication. Anyone know what's wrong?

#49919 - El Hobito - Wed Aug 03, 2005 6:01 pm

have you used flashme?

#49922 - dafatkid27 - Wed Aug 03, 2005 6:17 pm

Yes I have flashme, and it does work for the flash cart version, but I have a lot on my Flash Cart and I dont really want to erase them all.

#49992 - El Hobito - Thu Aug 04, 2005 11:24 am

no change in compatability with latest version 3/08/05 on the gbamp metroid smashtv and megaman x still crash after initial splash screen.

is it to do with the sound? one thing ive noticed is all these splash screen lack the "ting" noise that my other roms have whereas these are silent but have sound straight after which kinda looks like the crash is arm7/sound related and the arm9 code works...just an idea

#49993 - olimar - Thu Aug 04, 2005 11:28 am



Last edited by olimar on Wed Aug 20, 2008 9:48 pm; edited 1 time in total

#49994 - chishm - Thu Aug 04, 2005 11:42 am

olimar wrote:
I have no idea... I'm getting a gbamp, so I'll be looking into it soon.

If you want the source to the GBAMP bootloader so you know how it works, I can give that to you. Just ask and I will PM it.

#49995 - El Hobito - Thu Aug 04, 2005 12:05 pm

could you possibly make a ".bin"s soundless version? i'll be happy to test it for you on my gbamp.

#49996 - Sodeju - Thu Aug 04, 2005 12:57 pm

The screentext of Super Mario World and Super Metroid is now behind the game itself. How can I solve this?

#50084 - tk - Fri Aug 05, 2005 5:15 am

Thanks for the info earlier El Hobito. I managed to get a Crash! (Abort) screen running earthworm jim and mortal kombat on the gbamp.

I also wouldn't mind playing around with a nosound bin.

#50099 - El Hobito - Fri Aug 05, 2005 10:54 am

It turns out that my theory was correct/on the right track. snesds does indeed work when the sound is disabled. there are other issues though however meaning that compatability is still worse than the proper version, i am informed however this is due to the lack of patches in the roms. Soon my gbamp friends we should be playing snesds but you'll have to be patient and wait for it.

in the mean time heres a teaser
http://www.ravensbourn.co.uk/smw.jpg

#53489 - binarystatic - Thu Sep 08, 2005 7:28 pm

Is this project dead? or just sleeping i would love to see a version that impliments Chishm's fat driver. plus im kinda curious if there have been any bugfixes, ive noticed that Zelda3 doesnt work at all. :-(

#53491 - binarystatic - Thu Sep 08, 2005 7:29 pm

ignore this post it was just a double, my browser is being difficult

#53492 - olimar - Thu Sep 08, 2005 7:39 pm



Last edited by olimar on Wed Aug 20, 2008 9:51 pm; edited 1 time in total

#53496 - ethoscapade - Thu Sep 08, 2005 8:00 pm

zelda 3 works perfectly outside of the name input screen.

#53499 - zubiac - Thu Sep 08, 2005 8:12 pm

olimar wrote:
binarystatic wrote:
Is this project dead? or just sleeping i would love to see a version that impliments Chishm's fat driver. plus im kinda curious if there have been any bugfixes, ive noticed that Zelda3 doesnt work at all. :-(


Sleeping. Other things (like school) have been taking up all my time lately. I played around with the GBAMP a little, it seemed to be a problem with the SPC. It would run for a second, then stop. I need to look into it some more...


so you are adding GBAMP support for SNESDS?
That would make my life complete
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#53501 - falcon!!! - Thu Sep 08, 2005 8:35 pm

Quote:
so you are adding GBAMP support for SNESDS?
That would make my life complete


LoL
Me too :)
But only if pocketspc will be supported too^^

#53504 - El Hobito - Thu Sep 08, 2005 8:53 pm

it would probably help if pocketspc would work on gbamp cos it'll no doubt help loopy get to the bottom of the problem

#53506 - falcon!!! - Thu Sep 08, 2005 9:07 pm

El Hobito wrote:
it would probably help if pocketspc would work on gbamp cos it'll no doubt help loopy get to the bottom of the problem

Gladius said that tonight he'll work on pocketspc.nds, so lets' hope! ;)

#53516 - binarystatic - Thu Sep 08, 2005 11:07 pm

how do you get past the name entering screen? cus thats as far as i can get and from what i remember there is no way to play it without entering your name lol! and if there is a gbamp version released, i hope that its still possible to make a wmb'able version as well. cus i love the fact that i can associate .smc files to a batch that autmatically appends them to the emulator and then broacasts them.

#53551 - ethoscapade - Fri Sep 09, 2005 3:30 am

it still works, you just can't really tell that the cursor is moving. i was able to enter my name after a few minutes of messing with it.

#54338 - Chetic - Sun Sep 18, 2005 2:03 pm

Updates..? :'(
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#54415 - The 9th Sage - Mon Sep 19, 2005 3:51 am

I'm sure there will be a new version eventually. Just let the man work on his own time...school can be something that REALLY takes up a lot of time, I know that for a fact.
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#54447 - Chetic - Mon Sep 19, 2005 4:20 pm

It's just hard to shut up when it's sooo good
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Packin':
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1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#54505 - The 9th Sage - Tue Sep 20, 2005 2:16 am

Chetic wrote:
It's just hard to shut up when it's sooo good


I sympathize, but be strong...be strong. ;)
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#54722 - misunoko - Wed Sep 21, 2005 10:45 pm

eager to see where all this goes, i would love to see DBZ hyper dimension working on this. or any of the other great fighting games there are
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#54732 - Alec - Thu Sep 22, 2005 12:44 am

Huzzah!
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#54736 - TheChuckster - Thu Sep 22, 2005 2:15 am

How did you get the name screen work in Zelda? I tried Start button but it took me back to the file selection screen (and there wasn't any files). I also tried playing around with it, hoping to hit the END button, but after 5 minutes, I gave up.

I even tried replicated the button sequence to type in a one character name on a real SNES. Didn't work in SnesDS though. If I couldn't get it by then, I realized, I wasn't going to get it at all.

#54737 - gladius - Thu Sep 22, 2005 2:16 am

Make sure you have sram enabled, otherwise the zelda name screen will not work.

#54771 - tssf - Thu Sep 22, 2005 2:42 pm

How would one do that with the wifime *.nds file? Or is there a switch that we're missing?

#54822 - TheChuckster - Thu Sep 22, 2005 9:42 pm

Yeah, I have WMB. Does SRAM use GBA or NDS cart SRAM? And is it even possible with the Bins version to enable SRAM?

#54837 - tepples - Thu Sep 22, 2005 10:53 pm

NDS carts don't have SRAM; they have serial EEPROM or serial flash.

Virtually all homebrew saves to the GBA cart's SRAM.
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#54854 - gladius - Fri Sep 23, 2005 2:40 am

Ah, the wifi version... Well, that could be interesting as I believe (could be wrong) that sram is mapped to the gba cart's sram right now. If you have a flash cart, plug it in and it should work fine.

If not, you are probably out of luck until the next version, sorry.

#54892 - TheChuckster - Fri Sep 23, 2005 12:00 pm

Nope, no go. First I tried it with my NeoFlash cartridge in the GBA slot (only Slim Loader is broken) but the SRAM never actually worked on my NeoFlash so that didn't work. Then I tried sacrificing a random GBA game that I didn't mind having the SRAM erased on. No luck.

Is there a patch I can apply to the ROM to skip saving?

#62046 - FloFri - Sat Nov 26, 2005 8:14 pm

Is there any progress with the GBAMP support?

#62070 - El Hobito - Sun Nov 27, 2005 3:23 am

TheChuckster wrote:
How did you get the name screen work in Zelda? I tried Start button but it took me back to the file selection screen (and there wasn't any files). I also tried playing around with it, hoping to hit the END button, but after 5 minutes, I gave up.

I even tried replicated the button sequence to type in a one character name on a real SNES. Didn't work in SnesDS though. If I couldn't get it by then, I realized, I wasn't going to get it at all.

the name screen works fine its just that you cant see the selection crosshair move left/right but i can assure you it is moving.

#62075 - TheChuckster - Sun Nov 27, 2005 4:58 am

The name screen itself works but SRAM doesn't -- at least with WMB. Without SRAM, it just simply won't register my new character, making it impossible to even start a new game and play. There seems to be no way to dodge SRAM use.

#62096 - Darkflame - Sun Nov 27, 2005 12:10 pm

FloFri wrote:
Is there any progress with the GBAMP support?


Dont think so.
Theres no technical barriers in the way as far as I know, its just a mater of someone working to get it done.
We just have to be patent, it could take months.

Would be nice though, having your roms on a CF card just like pocketnes.

#62130 - El Hobito - Sun Nov 27, 2005 6:28 pm

TheChuckster wrote:
The name screen itself works but SRAM doesn't -- at least with WMB. Without SRAM, it just simply won't register my new character, making it impossible to even start a new game and play. There seems to be no way to dodge SRAM use.

yeah your right i just tried it myself on my other device and it just goes back to the main screen

#62501 - Chetic - Thu Dec 01, 2005 4:39 pm

Darkflame wrote:
We just have to be patent, it will take months.


Fixed.
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1Gbit XG2T 2005 (Neoflash compatible)
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#62546 - gladius - Fri Dec 02, 2005 2:28 am

Don't be so sure.

#62552 - nuatilus - Fri Dec 02, 2005 6:06 am

gladius wrote:
Don't be so sure.


That is exactly what every gbamp owner wants to hear Gladius, thank you for all of your hard work.

#62556 - tssf - Fri Dec 02, 2005 9:33 am

The new one actually works on GBAMP? I doubt it. I tried the bins version, replacing the source bin with snesds.bin and i just get white screens..same with wifime.. but, I thought chishm was the one who had to try to fix snesDS..unless you're gonna try to fix snesDS to work with the GBAMP, gladius.

Regardless, it's cool that this thing is being worked on again. I don't think I'd be the only one saying "it's about time" but.. uh. maybe that's too rude to say. Perhaps something along the lines of, "woohoo, finally!" would be a better choice of words. :)
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#62575 - ninogenio - Fri Dec 02, 2005 4:52 pm

it doesnt work with gbamp because there is now no way to get an nds file from it.its .ds.gba only right now.

#62578 - El Hobito - Fri Dec 02, 2005 5:19 pm

tssf wrote:
The new one actually works on GBAMP? I doubt it. I tried the bins version, replacing the source bin with snesds.bin and i just get white screens..same with wifime.. but, I thought chishm was the one who had to try to fix snesDS..unless you're gonna try to fix snesDS to work with the GBAMP, gladius.

Regardless, it's cool that this thing is being worked on again. I don't think I'd be the only one saying "it's about time" but.. uh. maybe that's too rude to say. Perhaps something along the lines of, "woohoo, finally!" would be a better choice of words. :)

it doesnt work with the gbamp because the sound causes a conflict in arm7 crashing it. the snes9.bin file is in fact a .nds file with no roms appended to it.

#62617 - Darkflame - Sat Dec 03, 2005 12:14 am

nuatilus wrote:
gladius wrote:
Don't be so sure.


That is exactly what every gbamp owner wants to hear Gladius, thank you for all of your hard work.


Ditto :)
Unless your just teasing.... :p

ps. If nesscery I can live without sound :x

#62722 - El Hobito - Mon Dec 05, 2005 12:38 am

the crash is due to the sound and since thats gladiu's area then he should have it working in no time

#63187 - ninogenio - Fri Dec 09, 2005 3:29 pm

take it noones noticed that loopy`s updated his snes ds page and now the top download contains the bins and compiles a working gbamp version of snesds thanks so much loopy and gladius!

#63191 - El Hobito - Fri Dec 09, 2005 4:03 pm

ninogenio wrote:
take it noones noticed that loopy`s updated his snes ds page and now the top download contains the bins and compiles a working gbamp version of snesds thanks so much loopy and gladius!

yeah its just been on a different thread thats all.

latest release is much improved compatability has gone up quite significantly but the rom list is screwed. contra 3 now fairly well but has background priority issues and even mario kart now boots but obviously the mode7 isnt working yet.

#63195 - Darkflame - Fri Dec 09, 2005 5:11 pm

I just got a few things working on my GBAMP...fantastic :D
/me is very happy.
hmm..Mario dosnt work though.

Cant wait to have a proper loading system though like PocketNes ;)

#63197 - joshschw - Fri Dec 09, 2005 5:16 pm

Mario worked great for me, only thing I tried though.

There seemed to be a problem with onscreen letters andnumbers though as if the layers were messed up.

Great job though! :)

#63217 - Darkflame - Fri Dec 09, 2005 11:11 pm

Might be because I was using a MarioWorld+Allstar rom i guese

#63342 - Suddenly_Dead - Mon Dec 12, 2005 3:58 am

The newest version (released today) just added rom selection support for GBAMPs, ala nesDS. :)
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#63352 - tssf - Mon Dec 12, 2005 6:09 am

Yeah, it's nice. I especially like the smooth scrolling. :)

Now if only there were a way to get roms larger than 2mb to work.. hmmmm
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#63369 - Darkflame - Mon Dec 12, 2005 2:35 pm

well, very few games work at all....I think general compatibility is more a priority then getting over the MB limit at the moment.

Games I find playable (but have minor errors):

Mario World
MegaMan Soccor
Dr Mario & Tetris

How about anyone else? What else works to a playable state?

#63371 - Durandle - Mon Dec 12, 2005 3:06 pm

Using the latest version with the load menu, it wont load any games at all, crashing when I choose an SMC to open. More of a step back than an update it seems. Unless I'm doing something wrong :)

#63382 - Mr. Picklesworth - Mon Dec 12, 2005 4:44 pm

Same here, Durandle.

Appears to load the game, because I get logos. Nothing else, though.
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#63384 - El Hobito - Mon Dec 12, 2005 5:14 pm

compatability seems to have bombed in this release and also super ghouls and ghosts is now unplayable due to gfx corruption. Has anyone on an m3 managed to get the builder to work? it wont load up when i use that option even though it works when no roms are loaded.

what would be nice if it could have the support of utilising the extra ram on the m3 for direct loading.

#63386 - olimar - Mon Dec 12, 2005 5:32 pm



Last edited by olimar on Wed Aug 20, 2008 9:59 pm; edited 1 time in total

#63428 - El Hobito - Tue Dec 13, 2005 1:11 am

pepsiman is your man!

http://forum.gbadev.org/viewtopic.php?t=6933&highlight=

a similar process may be possible with the supercard but it would need a different unlock code

#63439 - The 9th Sage - Tue Dec 13, 2005 4:11 am

El Hobito wrote:
pepsiman is your man!

http://forum.gbadev.org/viewtopic.php?t=6933&highlight=

a similar process may be possible with the supercard but it would need a different unlock code


Well...I wasn't aware anyone knew how to do this. O_o Thanks for the information.
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#63467 - pepsiman - Tue Dec 13, 2005 11:07 am

El Hobito wrote:
a similar process may be possible with the supercard but it would need a different unlock code

http://www.dslinux.org/blogs/pepsiman/?p=22

#63614 - El Hobito - Thu Dec 15, 2005 12:54 am

like i said pepsimans the man.

snesDs is now kinda broken on the m3 now the cf reading is implemented(due to all the issues you've always known) it might be a better idea to check the rom for implanted smc's before checking whether it has cf reading capability and trying that method first since as far as im aware theres no way to use them once its detected a cf card.

in other words check for smc's in rom and if they exist use them regardless of cf ability.

#63834 - Dudu.exe - Fri Dec 16, 2005 6:11 pm

i wnat a SC CF edition =[
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#72058 - HyperHacker - Thu Feb 16, 2006 4:54 am

So... please tell me this isn't dead. :-(

I tried 3 games, not such good results:
-F-Zero: Almost perfect except... you can't see the track. Also sound glitches.
-Super Mario World: Layer priority problems, sounds a bit odd, otherwise fine.
-Tetris Attack: Almost works.

Tetris Attack is interesting. The game does run, but only after it spends about 5 minutes playing all sorts of garbled sound effects. It does this every time a different music track is selected, which leads me to believe it's a simple off-by-one error in either CPU or SPC emulation. Most likely, the game uploads music data 3 or 4 bytes at a time through the SPC700 I/O ports, and waits for some sort of response. Once the music is loaded the SPC program simply plays whatever music and sound effects are selected, waiting for the game to tell it which to play via the same I/O ports, and using that same acknowledgement system.

My theory here is that something has gone wrong during the process of uploading music to the chip. Since SPC700 has very little RAM, and the game's music is very detailed, they likely only fit one music and the sound effects in at any given time. The sound effects stay resident (there may be some swapping of level-specific sounds, but I digress), and music is uploaded from the CPU each time it needs to be changed.

What seems to be happening is that the SPC700 is not recieving (or just ignoring) the signal sent by the CPU (through the I/O ports) that tells it to enter music-uploading mode. So when the game starts uploading music, it thinks it's being told to play sound effects, and that it does. Since playing a sound effect takes much longer than writing a byte or two to memory, it takes much longer for the chip to respond (the response doesn't come until the sound effect is done - this may even simply be the I/O regs being zeroed out by the SPC700, which it would naturally do if using them as sound effect numbers), hence, this process takes a very long time. If you listen to the sound effects being played it doesn't sound entirely random; there are repeating patterns, as you would expect of music data.

Finally, after quite a long time, you'll see the Nintendo logo pop up. With a lot of patience, you can try to start a round, however, it simply stays at a black screen (silent) after the garbage sound. :-( You can navigate menus, though. (Oh joy!)

BTW, though I haven't really looked at TA's code, this is how Super Mario World's sound works. Except its music is small enough to all fit in SPC RAM at once. I'm pretty sure the sound code used in both games is nearly identical, albeit TA's being a bit more advanced.

#72068 - tepples - Thu Feb 16, 2006 5:51 am

HyperHacker wrote:
So... please tell me this isn't dead. :-(

I tried 3 games, not such good results:
-F-Zero: Almost perfect except... you can't see the track. Also sound glitches.

Not being able to see the track in a racing game could be one or both of the following:
  • It's mode 7 (rot/scale background). If the rotozoom cut-scenes in Actraiser work, then this isn't the problem.
  • It's mode 7 with hblank DMA. (The emulator doesn't yet support hblank DMA.)

Quote:
-Super Mario World: Layer priority problems, sounds a bit odd, otherwise fine.

Layer prio problems are because the Super NES has three layers, but individual tiles can be set to low or high prio, so it's more like six layers (not supported by 2D cores) scrolled in pairs.

Quote:
BTW, though I haven't really looked at TA's code, this is how Super Mario World's sound works. Except its music is small enough to all fit in SPC RAM at once.

Almost. Super Mario World has two SPC700 segments: one for map and one for in-game. Notice how the game pauses ("MARIO START!") when loading a segment.
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#72075 - gladius - Thu Feb 16, 2006 6:29 am

SPC<->CPU sync is the stuff of nightmares, especially as we are running the two cores on the arm7 and arm9. Most emulators do something like run 32 cycles of the SPC, then run the equivalent number of cpu cycles. This is quick enough to catch nearly any port read/writes.

Unfortunately we do not have that luxury due to speed issues. The current situation is actually much better than it how it used to be for a long while (we had no sync at all, the cores just went on their merry ways :).

Anyhow, it will hopefully get better in the next release.

#72082 - tssf - Thu Feb 16, 2006 8:13 am

gladius wrote:
SPC<->CPU sync is the stuff of nightmares, especially as we are running the two cores on the arm7 and arm9. Most emulators do something like run 32 cycles of the SPC, then run the equivalent number of cpu cycles. This is quick enough to catch nearly any port read/writes.

Unfortunately we do not have that luxury due to speed issues. The current situation is actually much better than it how it used to be for a long while (we had no sync at all, the cores just went on their merry ways :).

Anyhow, it will hopefully get better in the next release.


You said "next release" which made me "really happy" :D

Just hope we won't have to wait as long for a release as we did when SNESDS went on hiatus back in the summer.
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#72291 - Durandle - Fri Feb 17, 2006 10:29 am

hehe yes, I was wondering if we were going to see another release, it was looking very good at the point it was at last I tried it.

#72420 - HyperHacker - Sat Feb 18, 2006 1:13 pm

tepples wrote:
Quote:
BTW, though I haven't really looked at TA's code, this is how Super Mario World's sound works. Except its music is small enough to all fit in SPC RAM at once.

Almost. Super Mario World has two SPC700 segments: one for map and one for in-game. Notice how the game pauses ("MARIO START!") when loading a segment.

Shoot, forgot about that map music.

I noticed the emulator actually doesn't seem to be resetting things properly when restarting the game or loading another. While SMW works great if I start it first, if I load another game, then switch to SMW, it'll have messed up sound or not run at all. By jumping back and forth between games and resetting a few times I can often even get Tetris Attack to run with near-perfect sound (aside from some repeating sound effects and the trumpet blowing flats). In fact I can get it to the title screen nearly every time just by loading it, then resetting. (It only ever did that play-a-lot-of-random-sounds-then-start thing once BTW.) So it seems like things aren't being reset to a perfect SNES-just-turned-on state.