Homebrew Discussion SNES Online - Mod Discussion

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RadMcFist

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Code:
47 02 00 00 11 10 74 06 08 00 00 00 43 61 6E 31 // minimal SMW footer
Code:
47 02 00 00 BD 10 74 06 63 01 0A 00 00 00 43 61 6E 31 // minimal SMK footer
I just finished testing 77 different games with these two footers with their proper PresetID and none of them booted. All of them work with the stock SMK footer and at least some of them do with these same footers (depending on whether they're LoRom or HiRom) without changing the PresetID. I think it's pretty safe to say that no PresetID outside of the stock games can be used. Man... I'm pooped.
 

Falo

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I just finished testing 77 different games with these two footers with their proper PresetID and none of them booted. All of them work with the stock SMK footer and at least some of them do with these same footers (depending on whether they're LoRom or HiRom) without changing the PresetID. I think it's pretty safe to say that no PresetID outside of the stock games can be used. Man... I'm pooped.
Like i said already multiple times, all non-existing presetid's return a null-pointer right after loading the rom, it's pointless to try them.
They simply can't work... without another exefs patch:

Code:
.text:0000000000021458 E8 04 00 54                 B.HI            loc_214F4                                       ; Branch
to
1F 20 03 D5 NOP

this is the "Brawl Brothers" PresetId check, the first check in the function, just nop it and all preset id's should work, but of course i didn't test this and it will break online functions of the other snes games, but we can't play online anyway, so not much is lost.
 
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RadMcFist

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Like i said already multiple times, all non-existing presetid's return a null-pointer right after loading the rom, it's pointless to try them.
They simply can't work... without another exefs patch:

Code:
.text:0000000000021458 E8 04 00 54                 B.HI            loc_214F4                                       ; Branch
to
1F 20 03 D5 NOP

this is the "Brawl Brothers" PresetId check, the first check in the function, just nop it and all preset id's should work, but of course i didn't test this and it will break online functions of the other snes games, but we can't play online anyway, so not much is lost.
Yeah, it's what I've been saying too, I just do what DarkAkuma tells me to do since he doesn't have a Switch. I was about to mention to him that you had said something about this app keeping play records related to IDs and how that was probably related to why no other IDs could be loaded. Glad to see something can be done about it (by someone who knows what that thing you just said means). Thanks for the info, as always!
 
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18Phoenix

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Someone please try a stock Alien³ and see if the cursor shows on the password entry screen or not.

Also a stock Bust-a-Move and see if bubbles begin to glitch as the level descends. You may need to play for a few levels to really see this.

Also, Magical Quest 3's translation (this one) works fine on the SNES Mini with a PID of 0000, so it seems odd that the Switch's app wouldn't run it.

Alien³ password cursor is invisible, yes.
Bust-a-Move is fully playable. Have played till stage 11, everything ok.
Just the jumping of the bubbles looks strange, but perhaps that's normal.
But there're no bubbles on wrong positions. (EU Puzzle Bubble the same)

Sorry, but what means "with a PID of 0000" ?

I've seen in the compatibility list that the translated version works for miniSNES.

I can confirm this errors out of this list:
Clayfighter TE + Clayfighter 2 are both freezing during the first battle.
Dirt Trax FX has corruct graphics
F1 ROC 2: Race of Champions doesn't start
Top Gear 3000 doesn't work because DSP-4 emulation issue

But that's not like in the list:
Illusion of Time + Terranigma are not working
Tales of Phantasia works, but after using the canoe fix 1.3


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


Like i said already multiple times, all non-existing presetid's return a null-pointer right after loading the rom, it's pointless to try them.
They simply can't work... without another exefs patch:

Code:
.text:0000000000021458 E8 04 00 54                 B.HI            loc_214F4                                       ; Branch
to
1F 20 03 D5 NOP

this is the "Brawl Brothers" PresetId check, the first check in the function, just nop it and all preset id's should work, but of course i didn't test this and it will break online functions of the other snes games, but we can't play online anyway, so not much is lost.

Cool. Could you please explain your code like you did it last time in post #8 . What must be changed where ? In the main file again ? :blush:
 
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gamji

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I been thinking that with extended translations maybe if you put the footer where it would go in the original non patched rom maybe it could boot

I think theres some metadata that tell the emulator how big the rom must be but with extended roms, its not changed to the new size since it wasnt that much of a problem before
 
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18Phoenix

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I been thinking that with extended translations maybe if you put the footer where it would go in the original non patched rom maybe it could boot

I think theres some metadata that tell the emulator how big the rom must be but with extended roms, its not changed to the new size since it wasn't that much of a problem before
Good idea. Perhaps that helps for some translated roms. I tried it with Magical Quest 3, insered it direct after line 001FFFF0, not working :(
Then I've tried to add the footer first, then adding the patch, but that just erases the footer.
Please tell us if you have success somewhere with this method.
 
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gamji

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Good idea. Perhaps that helps for some translated roms. I tried it with Magical Quest 3, insered it direct after line 001FFFF0, not working :(
Then I've tried to add the footer first, then adding the patch, but that just erases the footer.
Please tell us if you have success somewhere with this method.

Okay is that line where would you put it on the original version (weird placement since I would imagine that it would be on 001FFFFF), did the original worked on the first place

Even if this is true i would imagine that changing the metadata would be more effective anyway
 

DarkAkuma

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Like i said already multiple times, all non-existing presetid's return a null-pointer right after loading the rom, it's pointless to try them.
They simply can't work... without another exefs patch:

Code:
.text:0000000000021458 E8 04 00 54                 B.HI            loc_214F4                                       ; Branch
to
1F 20 03 D5 NOP

this is the "Brawl Brothers" PresetId check, the first check in the function, just nop it and all preset id's should work, but of course i didn't test this and it will break online functions of the other snes games, but we can't play online anyway, so not much is lost.

I'm sorry. Since I joined this thread, all I've read is that "stock preset ID's seem to not work". No one has posted about any definitive code limitations stating as such. And thus I had hope that some might work, or maybe there was some workaround that could be found. I see NOW that this was mentioned in the earlier pages that I skipped or skimmed through. I wish we had this cleared up sooner. Either way, I hope that patch works!

I been thinking that with extended translations maybe if you put the footer where it would go in the original non patched rom maybe it could boot

I think theres some metadata that tell the emulator how big the rom must be but with extended roms, its not changed to the new size since it wasnt that much of a problem before

ExHiROM support is not a matter of a footer. It's that the emulator does not support reading from the extended regions at all. On SNESC with Crimson Echoes as an example, that hack DID boot. But as you got to a part of the game that tried to access the extended region it would crash.
 
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gamji

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ExHiROM support is not a matter of a footer. It's that the emulator does not support reading from the extended regions at all. On SNESC with Crimson Echoes as an example, that hack DID boot. But as so as you got to a part of the game that tried to access the extended region it would crash.

Thanks for the explanation i just was thinking it was a footer problem because some translations like Live a Live doesnt work on snes online but it does on snesc or at least it says on the document
 

DarkAkuma

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So does anyone have the skill to test Falos hack?

I'm of course not familiar with the "cheat" tools for switch (Edizon and SXOS?), but based off observations, heres my best approximation of the lines you would need to add to the text file for hack.

Code:
[Enable All Preset IDs (on)]
04000000 00021458 1F2003D5
[Enable All Preset IDs (off)]
04000000 00021458 E8040054

I'm not 100% confident in that though, so if anyone can correct me, please do so.
 

RadMcFist

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So does anyone have the skill to test Falos hack?

I'm of course not familiar with the "cheat" tools for switch (Edizon and SXOS?), but based off observations, heres my best approximation of the lines you would need to add to the text file for hack.

Code:
[Enable All Preset IDs (on)]
04000000 00021458 1F2003D5
[Enable All Preset IDs (off)]
04000000 00021458 E8040054

I'm not 100% confident in that though, so if anyone can correct me, please do so.
Unless I did something very wrong, turning this cheat on with Edizon makes it so no games can boot, not even the stock ones. I'm using it in combination with the signature check skip cheat, but I doubt that was the problem. At least the formatting seems to be correct since it showed up the way it's supposed to on Edizon. Don't look at me to fix it though, everything Falos says is in a different language for me, I need a Rosetta Stone.

Sorry, but what means "with a PID of 0000" ?
With the PresetID set to 00 00. But don't try it, it won't work (for now) on the SNES Online app.

Thanks for the explanation i just was thinking it was a footer problem because some translations like Live a Live doesnt work on snes online but it does on snesc or at least it says on the document
Live a Live does work, unless you mean it boots but crashes at a later point that I haven't reached. But if you mean that it doesn't boot, it does for me and works alright for the first 5 minutes or so of every story, which is far as I've tested. Maybe we tried different patches since I didn't bother looking for a new one.

Also, Mickey & Donald's Magical Adventure 3 (or whatever it's called) is not an ex hi rom, it's a regular hi rom even after the translation patch is applied. There are other games like this where the Japanese rom boots fine but the translated version doesn't even boot, like Final Fantasy V with the GBA translation patch. I doubt there's anything we can do until we get this footer business sorted.
 
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DarkAkuma

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Unless I did something very wrong, turning this cheat on with Edizon makes it so no games can boot, not even the stock ones. I'm using it in combination with the signature check skip cheat, but I doubt that was the problem. At least the formatting seems to be correct since it showed up the way it's supposed to on Edizon. Don't look at me to fix it though, everything Falos says is in a different language for me, I need a Rosetta Stone.

Hopefully I just wrote that wrong in some way. There was a NOP instruction in falos hack that I couldn't fit, though I'm not 100% sure what the hex is for that on the switch. I just had to assume the remaining 4 bytes provided were all that was needed to fit in the 4 bytes being replaced. From quick searches a NOP instruction should be either "00 00 00 00", "bf 00", "f3 af 80 00", "E3 20 F0 00" or who knows... I can't find a clear answer.

Either way, I don't know anything about those cheat tools to know if the format can handle tacking on extra bytes like those, or the original bytes those would be replacing for the "off" counterpart.

With the PresetID set to 00 00. But don't try it, it won't work (for now) on the SNES Online app.

Pay no mind to the 0x0000 preset id. Robin just brings that up just as I have, to mean "a game works with the generic catch all preset id on SNESC". In his case to mean as he says. If it works on SNESC with 0x0000, its odd that any of the stock games IDs on switch don't. Those ID's should generally be as compatible.
 
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RadMcFist

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Hopefully I just wrote that wrong in some way. There was a NOP instruction in falos hack that I could fit, though I'm not 100% sure what the hex is for that on the switch. I just had to assume the remaining 4 bytes provided were all that was needed to fit in the 4 bytes being replaced. From quick searches a NOP instruction should be either "00 00 00 00", "bf 00", "f3 af 80 00", "E3 20 F0 00" or who knows... I can't find a clear answer.

Either way, I don't know anything about those cheat tools to know if the format can handle tacking on extra bytes like those, or the original bytes those would be replacing for the "off" counterpart.



Pay no mind to the 0x0000 preset id. Robin just brings that up just as I have, to mean "a game works with the generic catch all preset id on SNESC". In his case to mean as he says. If it works on SNESC with 0x0000, its odd that any of the stock games IDs on switch don't. Those ID's should generally be as compatible.
We'll have to wait for Falos's input then! As for the 0000 thing, yeah, I already learned about that from your posts, I just waned to save 18Phoenix some time since I saw his asking.
 
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Fracked

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Sorry maybe I missed it in the thread but how to get the 'e.xtx.z' and 'e-details.xtx.z' files if you want to add your own roms?
 

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Found another sad error.
Earthbound runs fine as normal US roms.
But as translated German rom there're sadly a lot graphic errors but not always:

Earthbound 1.jpg Earthbound 2.jpg Earthbound 3.jpg Earthbound 4.jpg Earthbound 5.jpg Earthbound 6.jpg Earthbound 7.jpg

Could that be solved one time somehow ?


Solved with an other better patch :)
 
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RadMcFist

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Sorry maybe I missed it in the thread but how to get the 'e.xtx.z' and 'e-details.xtx.z' files if you want to add your own roms?
We used to feed random data into the NES Online Injection tool just to get the covers we wanted but nowadays it's much easier and faster to use something called the Switch Toolbox. You have to open the cover and a title screenshot from one of the stock games in the program, right click on one of them, choose replace and choose the cover/screen you want to replace it with, press OK, save and that's it. Pretty much any dimensions will do for the images but if you like to stick to the real dimensions (and it's just better to do so to save you some headaches), the US/EU covers are 512x357 and the JP ones are 283x512 (or 512x283 for the horizontal ones). Title screens are 400x300.

Found another sad error.
Earthbound runs fine as normal US roms.
But as translated German rom there're sadly a lot graphic errors but not always:

View attachment 180548 View attachment 180549 View attachment 180550 View attachment 180551 View attachment 180552 View attachment 180553 View attachment 180554

Could that be solved one time somehow ?
Just as with the other German translation patches you've posted about, I'm sorry to say that they're just not going to be a priority for pretty much anyone but you at least until everything else is sorted out. There are still a good amount of games we can't get working correctly or at all in their original versions or with much more common, popular patches, and some of these games are high profile games too, so you can imagine that German translations are not going to be a priority for anyone else for a good while. On top of that, pretty much every German speaking person I've ever met and seen speaks near perfect English or at least understands it perfectly, so not even Germans are going to be running to get these working. My advice is to focus on the games you want to play the most, quality over quantity and all that, at least until things are easier. Sorry.

Someone please try a stock Alien³ and see if the cursor shows on the password entry screen or not.
Also a stock Bust-a-Move and see if bubbles begin to glitch as the level descends. You may need to play for a few levels to really see this.
Also, Magical Quest 3's translation (this one) works fine on the SNES Mini with a PID of 0000, so it seems odd that the Switch's app wouldn't run it.
I tried Bust-a-Move for you and the bubbles look kinda weird from the start. Some of them have a duplicate right on top that appears and disappears all the time. I'm 99% sure that's not supposed to be there.
I don't have an Alien 3 rom to test myself but I've seen others mention the password screen cursor not showing, just like 18Phoenix said in his reply to your post.
 
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18Phoenix

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Just as with the other German translation patches you've posted about, I'm sorry to say that they're just not going to be a priority for pretty much anyone but you at least until everything else is sorted out. There are still a good amount of games we can't get working correctly or at all in their original versions or with much more common, popular patches, and some of these games are high profile games too, so you can imagine that German translations are not going to be a priority for anyone else for a good while. On top of that, pretty much every German speaking person I've ever met and seen speaks near perfect English or at least understands it perfectly, so not even Germans are going to be running to get these working. My advice is to focus on the games you want to play the most, quality over quantity and all that, at least until things are easier. Sorry.
Sure, you're right, the most of us Germans like to conversate in English, many others can't really good German as well.
That's absolutely a bad theme that a lot Germans say they prefer "English". We've good translators and good synchronizers and the highest prices anyway.
So I doom companies like Rockstar which have more than enough income but they don't want to offer synchronized voices what bigger games with lower income do.
So it has lowest priority, sure. But I just asked, perhaps someone knows this kind of error coming with translations and has a quick solution.
Otherwise it doesn't really matter, right ;)

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

I tried Bust-a-Move for you and the bubbles look kinda weird from the start. Some of them have a duplicate right on top that appears and disappears all the time. I'm 99% sure that's not supposed to be there.
I haven't seen any duplicates. You can see the jumping bubbles twice because the lower jump animation doesn't disappear. Nothing bad, just looks a bit strange.
 
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demitrius

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The Bust a Move issue on the SNES Classic happens when and before the ceiling drops.

For one, the ceiling is supposed to "shake" before it happens (it doesn't on SNESC) and once it happens, you begin to see "ghost shimmers" from the bubbles last location. Otherwise the game is pretty playable, at least on SNESC.
 

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No development at all in two days. Hope you guys haven't given up.

The Bust a Move issue on the SNES Classic happens when and before the ceiling drops.

For one, the ceiling is supposed to "shake" before it happens (it doesn't on SNESC) and once it happens, you begin to see "ghost shimmers" from the bubbles last location. Otherwise the game is pretty playable, at least on SNESC.
Well, the game is very much playable here and from the sound of it more so than on the SNES mini. At least the ceiling does shake before coming down. But I don't think it's perfect because of that ball thing I mentioned earlier (maybe it's the same as the "ghost shimmer" you mention?), that doesn't happen on the real game or the same rom on another emulator. I'll take a screenshot later if you guys are still interested.
 
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