SNES core

https://github.com/MiSTer-devel/Main_MiSTer/wiki

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Sorgelig
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Re: SNES core

Postby Sorgelig » Mon May 13, 2019 11:16 pm

I could shoot the lemmings couple times. It was sporadic.

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Re: SNES core

Postby Dirtbag » Wed May 15, 2019 9:36 pm

Thanks for the ability to toggle the super scope cursor off, it makes the games much more enjoyable to play. It no longer feels like I'm cheating :D

I'm not intrested in the game that uses the S-RTC, but I was just wondering as the mister has a RTC module and can get the time from NTP what would be involved in supporting it. I assume it would need some integration with the Linux OS?

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Re: SNES core

Postby Sorgelig » Wed May 15, 2019 10:43 pm

MiSTer already supports NTP, but RTC is not supported in SNES core (yet).

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Re: SNES core

Postby ovalfastlx » Thu May 16, 2019 12:50 am

In the latest SNES core updates, super ghouls n ghosts and super double dragon don't boot up if I'm using Low Latency mode.

They do work in latency mode on the 4/12 build.

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Re: SNES core

Postby Hewhoisred » Thu May 16, 2019 3:35 am

ovalfastlx wrote:In the latest SNES core updates, super ghouls n ghosts and super double dragon don't boot up if I'm using Low Latency mode.

They do work in latency mode on the 4/12 build.


Can confirm, with vsync adjust=2 enabled, those games in particular can't sync up (out of sync) with hdmi on core boot. Pressing the core reset (far right) button, after a few seconds will allow the display to pick up the signal. The 240p test suite is also exhibiting this behavior. This a a display issue, as others have reported that the issue is not affecting them, but something has reduced "compatibility" for some displays after the 4/12 core update.

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Re: SNES core

Postby jayp76 » Thu May 16, 2019 4:09 pm

Super Castlevania IV and Star Fox glitch out with release SNES_20190515.rbf, regadless of which vsync_adjust and hdmi_limited option.
SNES_20190513.rbf is working fine.

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Re: SNES core

Postby MordecaiWalfish » Fri May 17, 2019 2:26 am

I also cannot load the 240p test suite with vsync_adjust 2 enabled after the update that came out on 5/13 (or possibly 5/10).

pressing the core reset button on the MiSTer IO board after trying to get the 240p test suite to load will get it to display correctly

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Re: SNES core

Postby jdubs » Fri May 17, 2019 2:50 am

Same issue for me. W/ 240 test suite, Star Fox, Star Fox 2....

vsync_adjust=2

-Jim

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Re: SNES core

Postby Grego2d » Fri May 17, 2019 7:08 am

Turbo mode on snes, beat me to it.

Just tested it, works great, Gradius III plays just like the sa1 build up to the bubbles on stage 2. They cause some minor lag, perhaps two turbo modes is in order.

Tested Metroid as well, no slowdown at the beginning when the ceiling falls. There is a minor graphical glitch on the minimap when turbo is enabled.

Zelda has some issues, triforce finishes spinning before it's fully formed (not a big deal), but when I opened the overworld map I was stuck in the map, couldn't exit.

Otherwise nice job, just solved the lag issues with every SNES game in a matter of hours as opposed to months to do it per game.
Last edited by Grego2d on Sat May 18, 2019 12:51 am, edited 1 time in total.

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Re: SNES core

Postby Grego2d » Fri May 17, 2019 4:39 pm

Tried super rtype, turbo removes all lag from the game. It's beautiful. However, it fails to load sounds on occasion. Music will be missing sounds, sound effects will be wrong. Gonna need some fixes.

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Re: SNES core

Postby JamesF » Fri May 17, 2019 4:56 pm

@sorgelig

I suggest adding a warning to the "Turbo" option to prevent bug reports, something like "Turbo (hack, causes glitches)".
Some people don't realize that this is a system altering hack and it WILL change how the game supposed to run.
Also, it would be a good idea to not save the Turbo option after core reset, default should always be Disable.

Unless of course you want a million bug reports with Turbo On. :)

BTW;
SuperFX Speed and CPU Turbo can be together at the bottom of the menu, since they are hacks.
Last edited by JamesF on Fri May 17, 2019 5:09 pm, edited 3 times in total.

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Re: SNES core

Postby Hewhoisred » Fri May 17, 2019 4:59 pm

Report: Latest core update has fixed all the "black screen on Boot on HDMI with vsync adjust=2" problems. Thanks much for the swift fix.

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Re: SNES core

Postby Grego2d » Fri May 17, 2019 5:04 pm

Starfox 2 CPU turbo + superfx turbo... Oh my God. 30+ fps sf2.

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Re: SNES core

Postby gojira54 » Fri May 17, 2019 8:10 pm

I've got a problem with a save file - any help would be much appreciated!
I transferred the save files over from my sd2snes, some didn't work so I renamed the save files from .srm to .sav and most now work.
I have a save file from secret of mana (us) and it won't load if named as .srm or .sav
This save file works OK on the sd2snes.
I put loads of hours into that file - would really like to get it working ;)
Please do not take it personal, my lawyer has policies

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Re: SNES core

Postby Sorgelig » Sat May 18, 2019 5:57 am

In general save files are not transferable.

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Re: SNES core

Postby gojira54 » Sat May 18, 2019 7:47 am

OK - thanks for the info =]
Please do not take it personal, my lawyer has policies

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Re: SNES core

Postby paulbnl » Sat May 18, 2019 9:47 am

I have successfully used a downloaded emulator save for Secret of Mana. A sd2snes save shouldn't be any different. Just make sure the filename is exactly the same as the rom.

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Re: SNES core

Postby digitron » Sat May 18, 2019 8:12 pm

I don't have flicking so far on other cores/games but in Super Mario World in the SNES core, I get really bad flickering at the main screen of the game.

PVM connected to the VGA port on the 5.6 IO board through a S-Video converter, tested a handful of other games, no flickering, no settings in MiSTer.ini

....weird.

Image

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Re: SNES core

Postby paulbnl » Sun May 19, 2019 1:10 pm

Welcome to 50Hz world. You are using the European Super Mario World ROM.

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Re: SNES core

Postby digitron » Sun May 19, 2019 2:49 pm

paulbnl wrote:Welcome to 50Hz world. You are using the European Super Mario World ROM.


Doh! Thank you!

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Re: SNES core

Postby kitrinx » Fri May 24, 2019 3:04 pm

@srg320

Do you think maybe in the future you might be interested in adding BSX support? It is the one thing I miss from my SD2SNES, and there are some fun and interesting games for it.

I might try it myself someday if you have no interest, but your core is so nice and tidy I hate to mess anything up.

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Re: SNES core

Postby Grego2d » Sat May 25, 2019 2:53 am

Fixed the audio issues caused by turbo mode.

Here is the build:

https://ufile.io/j2gr4cnn

Fixes problems with missing sound effects/instruments in Super R-Type.

Here's the diff:

https://github.com/originalgrego/SNES_M ... 65e47269bc

The pull request has been sent.

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Re: SNES core

Postby srg320 » Sat May 25, 2019 6:02 am

kitrinx wrote:@srg320

Do you think maybe in the future you might be interested in adding BSX support? It is the one thing I miss from my SD2SNES, and there are some fun and interesting games for it.

I might try it myself someday if you have no interest, but your core is so nice and tidy I hate to mess anything up.

In the future I plan to implement BSX and SPC7110, but I can’t call specific dates.

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Re: SNES core

Postby kitrinx » Sat May 25, 2019 12:18 pm

srg320 wrote:In the future I plan to implement BSX and SPC7110, but I can’t call specific dates.


That is good news :) Thank you for all the work you've done on this core, it is is one of my favorite.

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Re: SNES core

Postby Grego2d » Sat May 25, 2019 4:31 pm

Thanks for merging my change Sorgelig. Super R-Type is now fully playable without slowdown.


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