Homebrew CaVE Database Manager - A SNES, NES, N64, Genesis Switch Online modding App

18Phoenix

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On a connected note, here you can find most of the USA SNES art collection, and here is a .zip containing most SNES and many JAP SNES game title screens. If someone could just autoconvert all these to xtx.z format they would be ready to use.
Just make a simple batch using nconvert.exe [to resize and convert to tga] and NvnTexpkg.exe [to generate the xtx] and zdrop.exe [to build xtx.z].
Very simple. You just have to build different batches for covers (vertical or horizontal) + screens.
 
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0bvious

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Just make a simple batch using nconvert.exe [to resize and convert to tga] and NvnTexpkg.exe [to generate the xtx] and zdrop.exe [to build xtx.z].
Very simple. You just have to build different batches for covers (vertical or horizontal) + screens.
I might try that when I have some time. If anyone else wants to go at it int he meantime, your work would be very much appreciated :)
 

DarkAkuma

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Ah ha! I had tried this two different ways:

1. Take my Sluffy patched SFROM working on SNES Classic and convert it straight to SFROM for SNES Online (in SFROM Tool) - this didn't work.
2. Take an unpatched ROM and convert for SNES Online - this didn't work.

then...

3. After your reply I took an unpatched ROM (it already has Aeon Genesis ENG translation) added it to SFROM Tool and add Sluffy's patch directly to it, then save for SNES Online - THIS DID WORK!

Worth noting the difference, since it might not be possible to just convert all Sluffy's patched SFROMs straight to SNES Online format. Anyway, result is fantastic. Thanks

Weird. I'm not sure why #1 wouldn't work. Unless it was PCM patched... #2 I could understand not working simply because, mixing patches is kind of sketchy (assuming you were applying the trans and the sluffy patch at the same time). Hard for the tool to know what order to apply things. It always applies added patches last, and in order as they appear in the list. I could of course see it not working if the sluffy patch requires the translation, and you didnt select the trans first/at all.
 

0bvious

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I have created a batch convert of SNES cover art and screen titles, for anyone who wants them: SNES Cover Art... SNES Title Screens.... they are all in .xtx.z format. The covers are mainly USA, whereas the title screens contain USA and a lot of Japanese and European titles. Here are the .bat files I used to create these (you will need to drop nconvert, NvnTexpkg and Zdrop in same directory). If you make some more, please please share. Thanks
 
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RadMcFist

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I have created a batch convert of SNES cover art and screen titles, for anyone who wants them: SNES Cover Art... SNES Title Screens.... they are all in .xtx.z format. The covers are mainly USA, whereas the title screens contain USA and a lot of Japanese and European titles. Here are the .bat files I used to create these (you will need drop NvnTexpkg and Zdrop in same directory). If you make some more, please please share. Thanks
I'm glad that you got the batch files working, sorry I couldn't help with that (I've never used NvnTexpkg or Zdrop, Switch Toolbox worked well enough for me at the time). Thanks also for sharing the images as well as the .bat, those will come in handy. I'll try to share all my covers soon, which are mostly all Japanese so they will go well with the ones you've uploaded, but I've been having a lot of trouble with my internet connection.

I realise this is probably a big ask, but I found this .nro for homebrew on Switch, which allows you to easily turn your Switch into an MTP file system in windows. You plug your Switch in via usb, load it on the Switch side, and then your SD Card is mounted and becomes browseable in the Windows file system.
It should probably be mentioned for people interested in trying this homebrew app out that an update for nxmtp has been posted in the thread here on gbatemp to make it work on the later Atmosphere versions. Here it is. It works very well. And then there's also THIS solution, although I haven't tried it myself.
 

18Phoenix

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@RadMcFist
So with nxmtp or mtp-server-nx I don't need to turn off the Switch and get out the microSD to change data on it ?
Cool, but is that really save ? Does it work with SX OS ?
Btw. how is the Quintet progress :D What was the solution? A special rom patching or another change of the main ?
 

0bvious

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I'm glad that you got the batch files working, sorry I couldn't help with that (I've never used NvnTexpkg or Zdrop, Switch Toolbox worked well enough for me at the time). Thanks also for sharing the images as well as the .bat, those will come in handy. I'll try to share all my covers soon, which are mostly all Japanese so they will go well with the ones you've uploaded, but I've been having a lot of trouble with my internet connection.
Great.... I have added a few Japanese covers to the linked pack. It would be great to have a few more never-ported-game covers.
It should probably be mentioned for people interested in trying this homebrew app out that an update for nxmtp has been posted in the thread here on gbatemp to make it work on the later Atmosphere versions. Here it is. It works very well. And then there's also THIS solution, although I haven't tried it myself.
The second MTP solution here doesn't work. I would stick with the first one, which does everything you need to access your SD without removing.

It will eventually be possible to compile an equivalent to the SFROM Mega Pack for the SNES Classic, which contains 280+ working games. The benefit of distributing as a CaVE database backup is that all the artwork and details can also be included.
 
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DarkAkuma

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Finally, its time! The new update for SFROM Tool is now out!

You will find it at the usual place, or be informed of the update the next time you run the program. For a full release message you can check my release post. I also posted a lengthy write up for the work that went into the update and all my findings here, if you are interested in that stuff.

As this is a Switch thread, I'll post the switch related changes here. Keep in mind that the previous switch supporting builds were unofficial, while this one is now official.
  • 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.
  • 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!)
  • CNP patches can now supply switch footer params.
  • Added a small automatic feature that checks and changes the internal headers ROM size value when poorly made patches that expand a ROM fail to do that. This fixes some translation/hack compatibility issues.
  • I set a few VC/CC titles in the internal database to have some switch footer defaults. Kind of as a test for now.
...

Now we can talk fixes for games.

First up is the Quintet games.

Previously, these games had issues with lag and horrid sound. The issue is primarily fixed with the Dot Clock Speed (formerly referred to as param 53) option. Setting it to "4656" should fix the main issue. Additionally, there's another minor issue thats fixed by setting Refresh Start Modifier to 88 (formerly param 6A), and Scanline Length Modifier to 1 (formerly param 63).

Next up is some games with Audio issues.

Warios Woods and other games that were fixed with Preset ID 0x10EF on the SNES Classic, are not fixed with that ID on Switch. The reason why is because, that functionality is no longer baked into the preset ID and is instead now part of Audio Properties (formerly param 50). The short quick fix for these games is setting that option to "00000807". This param is not fully understood at this time, so I can't say that that exact value is best for ALL such games with audio issues. I just know that's the value to get the same 0x10EF fix.

Finally, theres a fix for some (but not all) translations/hacks.

The switch canoe works different than previous versions, in that it actually reads the roms internal header in detail. In doing so it reads the ROMs declared size value, and checks its actual size against that. Many patch creators fail to change that byte when they make their patch, and in those cases the emu will error out when it finds a mismatch. So SFROM Tool will now check for such a mismatch after patching and adjust that byte as needed. This fixes translations like for Alchest, Final Fantasy V, Kyuuyaku Megami Tensei, etc.

Anyway. I have informed Robin of this update, so expect some Switch related updates to some of his patches soon. For now I made a test patch for Terranigma. This patch is meant to work in conjunction with Robins patch and just fill out the options mentioned above for Quintet games.

Terranigma Test patch

Please be patient and wait for his package update.

Lastly, we owe a huge thanks to RadMcFist for his help with all of this! Between helping testing and making discoverys, he helped a LOT and made this update happen that much more sooner. In the case of stuff like the translation/hack header fix, its something I probably would not have found on my own, or at best taken awhile to.

Expect to see some of these fixes show up on the compatibility list soon.
 
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18Phoenix

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First up is the Quintet games.

Previously, these games had issues with lag and horrid sound. The issue is primarily fixed with the Dot Clock Speed (formerly referred to as param 53) option. Setting it to "4656" should fix the main issue. Additionally, there's another minor issue thats fixed by setting Refresh Start Modifier to 88 (formerly param 6A), and Scanline Length Modifier to 1 (formerly param 63).

Anyway. I have informed Robin of this update, so expect some Switch related updates to some of his patches soon. For now I made a test patch for Terranigma. This patch is mean to work in conjunction with Robins patch and just fill out the options mentioned above for Quintet games.

Terranigma Test patch

Please be patient and wait for his package update.
Very nice, big thanks to all :grog:
The Quintet games have several different roms (E+F+G...). I hope all versions are considered.
 

DarkAkuma

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The Quintet games have several different roms (E+F+G...). I hope all versions are considered.

F, G, and P versions are 50hz. SNES Online only supports 60hz atm.

If those have 60hz NTSC patches, then yea they will probably work with those settings. But nothing about these settings has anything to do with 50hz ROMs for them to even be considered.

Believe me. I looked. None of these params are for FPS rate. In the code, they could just make a few tweaks and add a param to try and support 50hz games, but I don't see them doing so any time soon. Best possibility is for French/German fans to hassle Nintendo to release those language versions of games when available. Or maybe if a game like Terranigma gets considered for future release.

At the movement though, they have a huge library of VC/CC ported games to choose from before they would get to releasing completely new games. Expect them to chose laziness before effort. The only new games that theres evidence of them working on supporting are Mouse games. Well, theres also about 2-3 other new unknown IDs on the switch, but those are probably games that require little effort.
 

18Phoenix

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F, G, and P versions are 50hz. SNES Online only supports 60hz atm.
But I have no problems with PAL games. There're some PAL only running fine (even unpatched) like:
Asterix, Cannon Fodder, FIFA Road to World Cup 98, Power Drive, Smurfes, Super Dropzone, Tintin in Tibet
Only some few show jitters: Lucky Luke, Spirou
Quintet PAL games are running ok aswell, only sound is broken.
Anyway isn't there a PAL-to-NTSC tool working for all roms ?
 
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DarkAkuma

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But I have no problems with PAL games. There're some PAL only running fine (even unpatched) like:
Asterix, Cannon Fodder, FIFA Road to World Cup 98, Power Drive, Smurfes, Super Dropzone, Tintin in Tibet
Only some few show jitters: Lucky Luke, Spirou
Quintet PAL games are running ok aswell, only sound is broken.
Anyway isn't there a PAL-to-NTSC tool working for all roms ?

PAL games should run, sure, but they should be running fast. I have not done any tests with PAL roms myself on yuzu, as... yuzu is laggy and would color results. But its been reported that PAL games do run fast as expected. The code suggests that only NTSC is supported, though I can only confirm that with netplay. Its possible, but unlikely, that the emu detects and adjusts to play PAL games properly for non netplay.

I have no idea what you are talking about with a "pal to ntsc tool". I known some pal games have some pal2ntsc patches. Robins patch package includes many of them. In fact, I suspect that the list of games you say "run fine" do so because you are using robins patch pack, as those are all listed in his package.
 

18Phoenix

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I have no idea what you are talking about with a "pal to ntsc tool". I known some pal games have some pal2ntsc patches. Robins patch package includes many of them. In fact, I suspect that the list of games you say "run fine" do so because you are using robins patch pack, as those are all listed in his package.
No tool, sorry, but in the pack here (https://evilgames.eu/emulation.htm#snes-ntsc-patches) are general ips patches:
HiROM to NTSC (USA).ips & LoROM to NTSC (USA).ips

I use the games the old way with just adding the footer, with or without using an IPS patch before.
I use the sfrom tool only if needed, so mostly not.
 

18Phoenix

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Terranigma is a good example, it's a PAL only game. Add now we have a new patch.
And IT'S WORKING, tested it a few minutes ago.
So can we await a patch for the G version, too? Should be the same method.

How does it work in the sfrom tool anyway ?
There's now a patch SNSP-AQT.cnp and new SNSP-AQT-Test.cnp.
Are they recognized and used together ?
Could I use them for the G version by just renaming them? But renaming to what?
 
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DarkAkuma

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I use the sfrom tool only if needed, so mostly not.

Yea... This is kind of a "3rd strike and your out" for me. I'm done talking to you and/or helping you. I only tolerated it to help make sure people were not getting bad sfroms... and you go and say that. Informing me that that's happening regardless.

The other 2 strikes? You promote not using CaVE because of stupid reasons. And the main one, I know you make and distribute a disgusting sfrom package on piracy forums. I do not support that. I tolerated it because its going to happen regardless if I support it or not. And if its inevitable, I can at least make sure you're not distributing bad sfroms. But I can now no longer justify helping you in any way.

Please go. This thread is for my projects and the actual betterment of Switch Online modding.
 
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18Phoenix

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:blink:
What is so bad about not always using your sfrom tool? Sure I use the tool from time to time, especially now to get the final roms working.
And what stupid reasons? I think you got something wrong.
I'm made my own tools for this. But your tool is awesome for everyone and your knowledge is superp.
Sure I accept your 3rd strike, but not the others. I'm friendly and helpfull person, sad to get such statement.:(
I hope for withdrawal of the demand. ^_^
The old thread is now closed with a final link in the final post to yours.
I apologize if a misunderstanding made you angry, I haven't seen your last edit in the old thread, I agree with it.
I only want everyone be happy with NES and SNES :yay:
 
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DarkAkuma

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is it possible to somehow convert saves between this and retroarch?

Save states? No. SRAM? Yes, I'd think so.

The save state format has not been figured out. I personally have not looked into it beyond the surface, and don't plan on it.

The SRAM format is fairly normal however, unlike the SNES Classic. Simply renaming you sram file to "cartridge.sram" and placing it in your "01008D300C50C000\saves\S-XXXX_e" folder (This is for yuzu. I don't know the exact path on real hardware off hand) should do it.
 
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