Homebrew Discussion SNES Online - Mod Discussion

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18Phoenix

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Damn, the German Bahamut Lagoon isn't working.
Two intro screens loop nonstop instead of going on.
To add these two screens they made the rom became an 8MB file instead of 4MB.
If I delete the second half of the game in a hexedit it loops the same in SNES9X.
Could that be fixed easily somehow ?
Sorry, I know, "low priority", but if someone knows something ....
 
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The other theme colours are horrible. Only the sound effects could be funny.
The NTSC SNES itself is very ugly. The European looks much much nicer.
So this 2 blue tones are absolutely not my taste.

That's perfectly fine to have that opinion.:D
I was just wondering if it would have been possible to make these themes into mods.
I haven't seen what the EU/JPN theme looks like yet, but I'm sure it looks good.
 
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18Phoenix

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That's perfectly fine to have that opinion.:D
I was just wondering if it would have been possible to make these themes into mods.
I haven't seen what the EU/JPN theme looks like yet, but I'm sure it looks good.
Yeah, sure, perhaps someone can find out how the menu colours can be changed to any, would be funny :lol:
 
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RadMcFist

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All 3 fixed via ips patches :grog:
Cool! Also, since DarkAkuma's latest hack, you should use the correct PresetID with the games where it is known (although I don't think any of these do). That can fix some problems. For example, Mega Man X2 runs better with the correct PresetID and it runs perfectly with Robin64's patch for the SNES Classic.
 

18Phoenix

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Cool! Also, since DarkAkuma's latest hack, you should use the correct PresetID with the games where it is known (although I don't think any of these do). That can fix some problems. For example, Mega Man X2 runs better with the correct PresetID and it runs perfectly with Robin64's patch for the SNES Classic.
What do you mean with "Robin64's patch for the SNES Classic". Is there an IPS pack? Because using sfrom Tool with patched doesn't work for me.
And if I want to change the PresetID ... in the footer or where ?
 
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RadMcFist

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Damn, the German Bahamut Lagoon isn't working.
Two intro screens loop nonstop instead of going on.
To add these two screens they made the rom became an 8MB file instead of 4MB.
If I delete the second half of the game in a hexedit it loops the same in SNES9X.
Could that be fixed easily somehow ?
Sorry, I know, "low priority", but if someone knows something ....
Sorry, man, no idea how to help there. I haven't even gotten around to adding Bahamut Lagoon in English (I tried back when we were starting, didn't work and didn't bother again but it's still in my to do list). Canoe doesn't seem to like expanded roms at all.

What do you mean with "Robin64's patch for the SNES Classic". Is there an IPS pack? Because using sfrom Tool with patched doesn't work for me.
And if I want to change the PresetID ... in the footer or where ?
If you can load Street Fighter Alpha 2 and Star Ocean generated by DarkAkuma's sfrom tool, then you should be able to load any sfrom by this tool as long as it has a known PresetID (the switch emulator doesn't like PresetID 0000, it crashes). It doesn't mean that you should use it for anything other than those two games and Mega Man X2, though. Load Mega Man X2 into the tool with all the patches in the correct folder (both DarkAkuma's patches and Robin64's patches), choose Robin64's patch when asked, make sure the Product ID begins with the letter W, save. That should work.
As for where the PresetID goes, it's in the footer of every switch sfrom, of course. Open the sfrom with a hex editor, you know the footer is at the end, every footer starts with 47 02 00 00 XX XX, where XX XX is the PresetID. Change that in every game to the correct PresetID if it appears on the spreadsheet. You can also just load the rom on the sfrom tool and check what PresetID it shows (if the rom checked out, of course).
Remember that you have to reverse the byte order, for example mario kart's PresetID is 10BD in the spreadsheet, you have to put it in the footer as BD 10. If you have doubts, just read the note at the top of the spreadsheet, load some of the included games in a hex editor and look them up in the spreadsheet and you'll figure it out.
We should always use the correct PresetIDs whenever possible. Some games might run better now and in the long run it'll a lot better to have everything setup correctly.
 

18Phoenix

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Must I use the Sfrom Tool and adding the footer after patching ?

I tested it with MegaMan X2. (What runs better, isn't it already running fine ?)
Doesn't work for me, with or without footer. The app always crashes. (Yes, main is edited, StarOcean works fine)

..., make sure the Product ID begins with the letter W, save. That should work.
What do you mean with that ??????

I first loaded the rom
a1.jpg


a2.jpg


If I check the ID, there is no W. Should I add it ? Or replace the first letter with W ?
Never done something with "W". Was that the mistake ???
 
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RadMcFist

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No, man, you didn't understand. You shouldn't add the footer after using sfrom tool and you shouldn't use sfrom tool for any game but sfa2 and star ocean and mega man x2 (unless you can patch it without the tool, in that case don't even use it for mega man x2 either).

As for the Product ID... Look at the second picture you yourself posted. It says right there in your screen grab "Product ID: SNS-RX". Change that to WSNS-RX or whatever else you want as long as it starts with W.

And no, Mega Man X2 doesn't run fine, it slows down to a crawl all the time. Right on the title screen, pressing start makes everything slow down, see how slow the mega buster shot moves. Try it after patching and you'll see the difference, it's super obvious. Or just watch the title screen for Mega Man X3 and compare.
 

DarkAkuma

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FYI. The switch format support update to SFROM Tool is making progress, and is in testing atm. It's not pretty, but what matters more atm is functionality.

As for the W in the product ID thing... I may try expanding my hack to skip that check. Maybe add the Rsa skip hack too, as I'm sure I'll have to start maintaining that as it jumps around offsets with new updates. It should all be one hack anyway for simplicity and convenience for new modders..

EDIT:

I made a hack for that check of the W byte. It's currently waiting on private testing. And yea, it will be part of a new hack including the RSA, PresetID/SNESC .sfrom hacks. I'll probably call it something like "Full Unlock", and post it only in the form of cheat codes.
 
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18Phoenix

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Ok, @RadMcFist , thanks.
I would prefer to run all only with removing the signature check. I think they'll fix the one or other thing in the next update so a need of various edits wouldn't be good.
Best would be to get IPS patches for exceptions like Star Ocens. I solved the most problems with IPS patches. But I didn't found a nice pack, always had to search for each one.
I didn't found an IPS patch that fixes MM X2 slowdown. But with the W change it works now, yes.
But these some slowdown aren't so bad, we could be happy for every game running full playable.

I hope @DarkAkuma will share the new third change for the main.elf after test phase.
 
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DarkAkuma

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I know this is running late, but I finally have the full hack tested and ready.

As mentioned, I'll be distributing it as just a cheat code from now on. FYI, previous attempts at me posting the hacks in the format were just flawed due to me not understanding the format. Some of that is my fault, some of it is the non-existant documentation...

If you are using the manually hacked main.elf, remember to delete that and start fresh for this cheat code version.

SNES Online - Full Unlock v1.01

Features:

  • Skips RSA Check. (Credit to Falo)
  • Enables All PresetIDs.
  • Enables support for SNESC SFROMs.
  • Replaces troublesome SNESC SFROM header validity check with one that makes more sense.

Thanks to RadMcFist for the help testing this!

...

I'm working on setting up a compatibility list. At the moment it has the near 3500 no-intro games on it. Not all tested of course. I'm just trying to get it formatted and ready for public. It will be an open editable list with a read only back up tab made every now and then. The idea is for the community to test games and grow it. I'm still trying to decide how to handle hacks though. Once ready, the compatibility list will probably double as the homepage for the hack.

Stay tuned!

EDIT:


Screw it!

Here's a public test build of the SFROM Tool update now!

SFROM Tool v1.1.3.10

Update Notes:

  • Added Switch SNES Online format .sfrom support.
  • Both importing and exporting.
  • The unique Switch format footer params are on their own tab in the Advanced window.
  • The params that are shared among SNESC format header values are in the General tab.
  • Drag and Drop does work with both formats.
  • If you want to save it as a switch .sfrom format, you have to select that option. No way to auto-detect that like importing.
  • This CAN make SDD1 games in the Switch format.
  • Most switch param values in the Advanced window require the value in LittleEndian hex, except Param 55. That's an integer.
  • This defaults all attempts to use 0x0000 as the Preset ID to 0x1000, at least when saving as a switch .sfrom. (0x0000 does not work on switch!)
  • While unrelated, by request I added support for 3DS data.bin's. Importing and exporting. Its rough though, and output is completely untested. So if you have that device, feel free to test it.
  • v1.1.3.10 Update: Small tweak to the .cnp format to help address some issues with games using pal2ntsc patches on 3DS. Re-download Robins patches for such games like Terranigma!
 
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18Phoenix

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Well done - thanks for your effort :yayswitch:
SNESC stands for SNESClassics = games for SNESmini, right ?
So support means they'll definitely start but perhaps they're incompatible with the Switch emu and freeze/crash/error ?
 

DarkAkuma

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Well done - thanks for your effort :yayswitch:
SNESC stands for SNESClassics = games for SNESmini, right ?
So support means they'll definitely start but perhaps they're incompatible with the Switch emu and freeze/crash/error ?

Yes. SNESC means SNES Classic. FYI, sometimes I'll say CC which means "Classic Console" too. Generally when distinguishing from VC (Virtual Console). I rarely use the term "mini".

SNESC .sfrom support means that the .sfrom will be read correctly by the switch emulators code. If it will boot however, I can't say. That will have to be figured out by users. SNESC .sfroms lack some counterparts to the swtich formats footer params however, so generally switch .sfroms will be the best format to use with SNES Online. The SNESC .sfrom support is just for general backwards compatibility. Like if you want to import your SNESC library over to Switch, you don't need to convert them all.

Also FYI. 3DS data.bin's will not be supported by the switch hack. It's a similar format, but not the same. For that import a data.bin in SFROM Tool, and save it as either of the 2 .sfrom types. Not that I expect people to be wanting to do that much...
 

18Phoenix

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Features:
  • Skips RSA Check. (Credit to Falo)
  • Enables All PresetIDs.
  • Enables support for SNESC SFROMs.
  • Replaces troublesome SNESC SFROM header validity check with one that makes more sense.

Do you have a good example to test if the new features work in contrast to use the previous way with only 2 edits ?
 
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