Homebrew SNES9x for Old 3DS

bubble2k16

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@JMSMORIARTY - You might want to try download Geiger's SNES9x v1.43 debugger. There's a cheat menu that allows you to enter Game Genie codes.

1. Load the ROM you want to create cheats for.
2. Then, click "Cheat > Apply Cheats" to enable cheats.
3. Then, click "Cheat > Game Genie, Pro-Action Replay Codes"
4. In the pop-up, enter all your Game Genie cheats that you need.
5. Tick on the checkboxes to enable each cheat individually.
6. After that, the SNES9x Debugger should save the .CHT file. Copy that file onto your SD card.

I've tried some cheats on GameFaqs on Star Ocean this way, and it seems to work. :):toot:

--------------------- MERGED ---------------------------

@mqk9999 - Thanks for the finding. This is because the top part of the screen (where the dialog fonts are) are being display in Hi-res, which we currently don't support yet. Secret of Mana also has the same issue. How's the frame rate by the way in Seiken Densetsu 3?

Oh and, for Star Ocean, I can build in a pre-programmed hack to save the states less often, just like what I did for Final Fantasy Mystic Quest.
 
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ArtemisM

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@bubble2k16 World map framerate is pretty bad as expected (30-40 skipped frames) but doesn't impact playability, and the framerate tanks when the game employs any sort of significant visual effect (such as fullscreen "wavy/distortion" types). That said, normal play sees little to no frameskipping outside of certain situations. Spell animations are anywhere from 0-10 frames skipped with an average of 4. There's definite room for improvement, but one could probably play the game to completion as gameplay is pretty clean.

Speaking of translated JRPGs, I have a patched Live A Live rom (AGTP 2.0) that won't boot properly (garbage on screen) as well as an older version of the translation that runs flawlessly. Odd find. I figure this isn't anywhere on the priority list, as it's a full on romhack as opposed to the original code base which runs damn near flawlessly. Maybe it can be considered a curiosity to poke at on the side.

Here's the link to the patch version that won't boot properly: https://agtp.romhack.net/project.php?id=lal

Personal note: Kirby's Dream Course runs 100%. I'm so happy ;-; Thank you
 
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Knight of Time

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Just wondering, but is it possible to get any Game Genie or Pro Action Replay code of 2 lines or more working correctly? I just made some copies of the .cht files I was using in CATSFC with my DSTwo flashcard, and put them into the same folder that my SNES games are on when I play them on SNES9x 3DS, but the multi-line codes haven't worked (I copied over only two cht files though; one for Lagoon, and one for Ys III: Wanderers From Ys). Instead, I seem to have a single entry for each multi-line code rather than an entry for each line of the same code.

So yeah, where did I go wrong here, or are the multi-line codes just not working at the moment?

Edit: Nevermind, managed to figure out what it was, and I got the multi-line codes working. But on a different note, would it be possible to add support for a way to speed up a game already working well, e.g. making it twice as fast or three times as fast? That would be great for parts of RPG games with slower paced areas, like the area in Illusion of Gaia where Will and Kara are adrift on the raft.
 
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Clydefrosch

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Just wondering, but is it possible to get any Game Genie or Pro Action Replay code of 2 lines or more working correctly? I just made some copies of the .cht files I was using in CATSFC with my DSTwo flashcard, and put them into the same folder that my SNES games are on when I play them on SNES9x 3DS, but the multi-line codes haven't worked (I copied over only two cht files though; one for Lagoon, and one for Ys III: Wanderers From Ys). Instead, I seem to have a single entry for each multi-line code rather than an entry for each line of the same code.

So yeah, where did I go wrong here, or are the multi-line codes just not working at the moment?

Edit: Nevermind, managed to figure out what it was, and I got the multi-line codes working. But on a different note, would it be possible to add support for a way to speed up a game already working well, e.g. making it twice as fast or three times as fast? That would be great for parts of RPG games with slower paced areas, like the area in Illusion of Gaia where Will and Kara are adrift on the raft.

the only way to speed up gameplay would be in purposefully dropping large amounts of frames (like skipping half or 2/3 of all frames)
which would make everything super choppy and often annoying to play.
even the games that run smooth now probably only do so by a slim margin, meaning theres not much room to speed it up further the other way, where every frame is drawn, but displayed only for half the time.
 

Knight of Time

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You should post the solution.

Okay.

Well, I found it was rather odd as to why multi-line codes didn't work when I copied the cht files from the micro SD card that I use with my DSTwo, but after I copied over the cht files I had on the computer, they worked perfectly.

So yeah, that was my solution.
 

ArtemisM

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@bubble2k16 Found an interesting thing. Saturday Night Slam Masters gave me a visual glitch that I've yet to see in any other game that I've tested.

faPAbcW.png
 
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Clydefrosch

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@JMSMORIARTY - You might want to try download Geiger's SNES9x v1.43 debugger. There's a cheat menu that allows you to enter Game Genie codes.

1. Load the ROM you want to create cheats for.
2. Then, click "Cheat > Apply Cheats" to enable cheats.
3. Then, click "Cheat > Game Genie, Pro-Action Replay Codes"
4. In the pop-up, enter all your Game Genie cheats that you need.
5. Tick on the checkboxes to enable each cheat individually.
6. After that, the SNES9x Debugger should save the .CHT file. Copy that file onto your SD card.

i wonder if a rudimentary version of that could be added to the emulator itself, with a field for cheat name and one for cheat code. creating a .cht file shouldn't be much of an issue (unless they're somehow more than a list of codes and names?) but i'm not sure if homebrew can call upon the 3ds keyboard for easy input?
 

bubble2k16

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v0.41 released with the following changes:

- Fixed some transparency issues with Saturday Night Slam Master and Ghost Chaser Densei.
- Updated SRAM saving timing.
- Minor optimisation for SuperFX emulation.
- First implementation of speed hacks (experimental for F-Zero, Axelay, Super Mario Kart, Yoshi’s Island) for some very small speed improvements.
- Modified some debugging stuff.
- Fixed some mode 7 glitches when a mode 7 game (like Super Mario Kart has been running for more than a few minutes)
- Implemented palette flickering hack for Front Mission Gun Hazard, Bahamut Lagoon.
- Implemented hack for Power Rangers Fighting Edition to prevent graphical glitches
- Implemented hack for delayed SRAM (per 1 minute) saving for Star Ocean
- Fixed the problem of loading up too many different ROMs once after another, causing the loading to finally fail.
- When loading a game without settings, reset the frame rate setting to be based on the game's region.


PS: Haven't been able to solve ActRaiser 2's (US) freezing problem. It seems like it's a known timing problem that a few versions of Snes9x/ZSNES had problems dealing with it. But, if you really want to play the game, try ActRaiser 2 (EUR). It doesn't have the freezing problem like ActRaiser 2 (US).
 

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DeslotlCL

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@Clydefrosch - I've thought about it. But to think that I may have to implement my own keyboard did put me off. :D But I just found this: https://gbatemp.net/threads/hbkblib-a-3ds-keyboard-library.397568/.

No guarantees that I'll implement it though. :) I'll still need to speed up rendering and fix sound problems...
I love when you post new releases of this <3 the dkc series runs at 60fps since v0.4 and i was impressed to see yoshi's island to boot and be at a playable state! Thank you so much for your efforts!

Btw, is sound and or music a bit slow? I think the dkc series music played a bit faster in older builds than they do in the current one :huh:
 

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bubble2k16

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@DespyCL - Thanks. I just tried DKC1/2/3 and the music all seem to be fine.

Can you check to ensure that the frame rate is running at close to 60fps (frame skip at 4)? Can you also check to see if your settings for the frame rate is set to: "Depending on ROM's region"?
 
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DeslotlCL

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@DespyCL - Thanks. I just tried DKC1/2/3 and the music all seem to be fine.

Can you check to ensure that the frame rate is running at close to 60fps (frame skip at 4)? Can you also check to see if your settings for the frame rate is set to: "Depending on ROM's region"?
Yes it is, i was just playing dkc 2 a few minutes ago. The title screen and select a file screen used to run at 50 fps even with frame skip at 4, now they do run at 59.8, even a few stages runs faster than before. About the music, maybe it's just me, so do not worry :ha:
 
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discodance77

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It's been posted before, but the textbox issues of Secret of Mana and Seiken Densetsu 3 still haven't been resolved. I'm using a retranslation patch of Secret of Mana and the translation patch for SD3 (obviously). If vanilla Secret of Mana works well just disregard this. But SD3 still has the problem
 

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