Homebrew [DISCUSSION] New Super Ultimate Injector (NSUI)

E1ite007

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Do i need to install and configure retroarch Genesis Plus GX core to play Genesis or Master System fowarders of NSUI? Or the fowarder comes with a pre cofigured retroarch emulator?
NSUI doesn't need Retroarch installed. It generates an isolated .cia file that works by itself.
You don't need anything else than the .cia generated by NSUI.
 

DarthMotzkus

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NSUI doesn't need Retroarch installed. It generates an isolated .cia file that works by itself.
You don't need anything else than the .cia generated by NSUI.
Great! Did it has a retroarch.cfg in any folder so i can edit each game settings? I want to set the YM2413 sound chip to "enabled" for master system games.
 
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Great! Did it has a retroarch.cfg in any folder so i can edit each game settings? I want to set the YM2413 sound chip to "enabled" for master system games.
Available for the Master System/SEGA Mark III CIA using RetroArch Genesis Plus GX forwarder as the Injection method.
  • Injection method optionsEdit core-specific optionsGenesis Plus GX: Master System FM: enabled
Continuing from your other thread,
I already tried the injection on my o3DSXL, and it won't run at 60 FPS. Raising the core-specific's CPU speed doesn't help.

I also tried manually injecting .SMS in the Phantasy Star Collection. That GBA game has a built-in SMS emulator, but it's not compatible for any Phantasy Star 1 roms that has FM audio.

Pixel perfect resolution is possible holding the (START) or (SELECT) before launching the DS flashcart but no luck on either of these for FM audio.
 

DarthMotzkus

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Available for the Master System/SEGA Mark III CIA using RetroArch Genesis Plus GX forwarder as the Injection method.
  • Injection method optionsEdit core-specific optionsGenesis Plus GX: Master System FM: enabled
Continuing from your other thread,
I already tried the injection on my o3DSXL, and it won't run at 60 FPS. Raising the core-specific's CPU speed doesn't help.

I also tried manually injecting .SMS in the Phantasy Star Collection. That GBA game has a built-in SMS emulator, but it's not compatible for any Phantasy Star 1 roms that has FM audio.

Pixel perfect resolution is possible holding the (START) or (SELECT) before launching the DS flashcart but no luck on either of these for FM audio.
Thank you a lot! You are awesome man, i appreciate all your tests and efforts. I mean it! I already tried the S8DS, and no sucess on FM audio too.
I was thinking the retroarch has to be setted in the console before, so the "forwarder" gonna start the emulation on it (i was thinking this too, by installing PicoDrive before install the Phantasy Star 2, 3 and 4 forwarder PicoDrive .cia maded in NSUI).
Is the retroarch Genesis GX forwarder, maded in NSUI, has good perfomance with the FM audio enabled for master system games on O3DS XL? Or is it heavy for playing it in the old model of the system? And wich emulator is the best on accuracy and performance to use for Genesis titles, PicoDrive Forwarders or Genesis Plus GX Forwarders on a O3DS XL?
 
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I was thinking the retroarch has to be setted in the console before, so the "forwarder" gonna start the emulation on it (i was thinking this too, by installing PicoDrive before install the Phantasy Star 2, 3 and 4 forwarder PicoDrive .cia maded in NSUI).
Oh, forwarders are basically separate copies of the [RetroArch + choice of core] emulator containing one rom, stripped of everything except for basic drop down menu, and wrapped up in a pretty banner & icon to look at in HOME Menu. It's kinda like the difference having a collection of books on a bookshelf versus Amazon Kindle. Same stories; different reading experience/medium.

TIs the retroarch Genesis GX forwarder, maded in NSUI, has good perfomance with the FM audio enabled for master system games on O3DS XL? Or is it heavy for playing it in the old model of the system? And wich emulator is the best on accuracy and performance to use for Genesis titles, PicoDrive Forwarders or Genesis Plus GX Forwarders on a O3DS XL?
The performance of RetroArch (Genesis Plus GX) standalone emulator versus the NSUI injection (RetroArch Genesis Plux GX forwarder) are identical: Phantasy Star runs too slowly on the o3DSXL when FM audio is enabled.

The next best idea I can think of is to emulate the game on desktop and stream the video feed to the o3DSXL through TinyVNC, PinBox, or 3DSControllerPlus and listen the audio with a bluetooth headphones. This is how some are able to play GameCube, Wii, Switch, etc. games on the 2DS/3DS. Granted, there might input lag or washed out coloration to image.

For the New 3DS models, Genesis Plus GX is probably the generally more accurate of the two compared to PicoDrive when it comes to GEN/MD games. PicoDrive should work fine for the casual gamer who's not super picky with minor frame drops or notice the minor graphical bugs here and there.

***

EDIT - I will revisit the Sega 3D Collection injection idea for the last attempt at perfecta. If that Fantasy II is pixel perfect in the original CIA, I'll hex compare and try to look for a pattern to how the SMS rom in the collection differ from scene dumps.
 
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Vaisalterego

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Do i need to install and configure retroarch Genesis Plus GX core to play Genesis or Master System fowarders of NSUI? Or the fowarder comes with a pre cofigured retroarch emulator? I'm own a CFW Luma 10.2 O3DS XL.
its pre configured, the .cia is plug & play :)

edit: sorry, didnt see that it was already answered...
 
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DarthMotzkus

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Oh, forwarders are basically separate copies of the [RetroArch + choice of core] emulator containing one rom, stripped of everything except for basic drop down menu, and wrapped up in a pretty banner & icon to look at in HOME Menu. It's kinda like the difference having a collection of books on a bookshelf versus Amazon Kindle. Same stories; different reading experience/medium.


The performance of RetroArch (Genesis Plus GX) standalone emulator versus the NSUI injection (RetroArch Genesis Plux GX forwarder) are identical: Phantasy Star runs too slowly on the o3DSXL when FM audio is enabled.

The next best idea I can think of is to emulate the game on desktop and stream the video feed to the o3DSXL through TinyVNC, PinBox, or 3DSControllerPlus and listen the audio with a bluetooth headphones. This is how some are able to play GameCube, Wii, Switch, etc. games on the 2DS/3DS. Granted, there might input lag or washed out coloration to image.

For the New 3DS models, Genesis Plus GX is probably the generally more accurate of the two compared to PicoDrive when it comes to GEN/MD games. PicoDrive should work fine for the casual gamer who's not super picky with minor frame drops or notice the minor graphical bugs here and there.

***

EDIT - I will revisit the Sega 3D Collection injection idea for the last attempt at perfecta. If that Fantasy II is pixel perfect in the original CIA, I'll hex compare and try to look for a pattern to how the SMS rom in the collection differ from scene dumps.
Ow i see. So, no Phantasy Star 1 on my old 3ds XL for now... i was thinking the genesis plus could be OK in performance for the old models. It's sad these retroarch Genesis Core runs, even on a 8bit master system game, with slow downs.
I'll waiting your tests on Fantasy Zone II. Indeed, it has different format of the rom, apparently it's depacked into a lot of folders.
 
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Ow i see. So, no Phantasy Star 1 on my old 3ds XL for now... i was thinking the genesis plus could be OK in performance for the old models. It's sad these retroarch Genesis Core runs, even on a 8bit master system game, with slow downs.
I'll waiting your tests on Fantasy Zone II. Indeed, it has different format of the rom, apparently it's depacked into a lot of folders.
@DarthMotzkus, sorry to bust your bubble. Unlike Nintendo's Virtual Console titles, Sega's 3D Classics Collection, GG VC, and 3D GEN/MD doesn't seem to have an editable file for screen resolutions.

On the GB(C) VC, NES VC, etc., a user can customize resolution from the config.ini with a text editor. Sega / M4 emulators has several PBS files that reference screen modes, width, height, sizes, positions, but they don't seem to correspond to how the games are emulated video or audio wise. I think Sega / M4 approached emulation by hard coding screen values within their CIA's executable (code.bin).

SMS games have native resolution of 256x192. Fantasy Zone II - Tears of OPA-OPA in Sega 3D Classics Collection where the smallest resolution "clean" isn't pixel perfect. Sega calls this resolution "dot-by-dot". The reason for the blurriness is that "clean mode" is set to 300x204; this can measured by luma screenshot and Photoshop.
  • 300 in hex value is 0x12C, and 204 equals 0xCC.
  • 0x12C written in two bytes is 01 2C. 0xCC = 00 CC.
  • Code for 3DS homebrew apps and games are often in little endian, where data is read from right to left / "backwards".
  • When looking for possible width values in endian, this would be 2C 01. Height = CC 00.
  • A pattern could not be found when searching for 2C 01 and CC 00 in those PSB files of interest.
One could try to study the code.bin with an ARM disassembler like IDA Pro or Ghidra, but if someone is willing to try to find where and know how to change the resolution through this approach, that person would instead be better off porting YM2413 support in PicoDrive.
 

DarthMotzkus

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@DarthMotzkus, sorry to bust your bubble. Unlike Nintendo's Virtual Console titles, Sega's 3D Classics Collection, GG VC, and 3D GEN/MD doesn't seem to have an editable file for screen resolutions.

On the GB(C) VC, NES VC, etc., a user can customize resolution from the config.ini with a text editor. Sega / M4 emulators has several PBS files that reference screen modes, width, height, sizes, positions, but they don't seem to correspond to how the games are emulated video or audio wise. I think Sega / M4 approached emulation by hard coding screen values within their CIA's executable (code.bin).

SMS games have native resolution of 256x192. Fantasy Zone II - Tears of OPA-OPA in Sega 3D Classics Collection where the smallest resolution "clean" isn't pixel perfect. Sega calls this resolution "dot-by-dot". The reason for the blurriness is that "clean mode" is set to 300x204; this can measured by luma screenshot and Photoshop.
  • 300 in hex value is 0x12C, and 204 equals 0xCC.
  • 0x12C written in two bytes is 01 2C. 0xCC = 00 CC.
  • Code for 3DS homebrew apps and games are often in little endian, where data is read from right to left / "backwards".
  • When looking for possible width values in endian, this would be 2C 01. Height = CC 00.
  • A pattern could not be found when searching for 2C 01 and CC 00 in those PSB files of interest.
One could try to study the code.bin with an ARM disassembler like IDA Pro or Ghidra, but if someone is willing to try to find where and know how to change the resolution through this approach, that person would instead be better off porting YM2413 support in PicoDrive.

Thanks again for your attention. At least we showed to all here it's possible to inject any Genesis rom on the 3D Classics Genesis titles, to use that Classic 3d Television mode, some people showed interest on it.
 
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KungBore

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I've done some research and I've found that some Gameboy Advance games need ghosting in order to display certain effects correctly - most notably, F-zero Maximum Velocity - and to avoid a "burn-in" effect on the screen.

The minimum default value for ambassador games (the official ones) is 62, using the New Super Ultimate Injector. However, I've found that this value has quite a lot of ghosting, causing some eye strain. I was wondering if a lower value, like 10-20 would avoid the burn-in effect. If I can't perceive the flickering, does it mean it's safe?

mGBA utilises a simple 50-50 frames interpolation, what would an equivalente setting for NSUI be?
 

DarthMotzkus

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I've done some research and I've found that some Gameboy Advance games need ghosting in order to display certain effects correctly - most notably, F-zero Maximum Velocity - and to avoid a "burn-in" effect on the screen.

The minimum default value for ambassador games (the official ones) is 62, using the New Super Ultimate Injector. However, I've found that this value has quite a lot of ghosting, causing some eye strain. I was wondering if a lower value, like 10-20 would avoid the burn-in effect. If I can't perceive the flickering, does it mean it's safe?

mGBA utilises a simple 50-50 frames interpolation, what would an equivalente setting for NSUI be?

WHAT? BURN-IN??? WTF? NO way man. I really doubt it. Anyone can prove this? I'm playing a lot of GBA inject titles by NSUI, with the pixel perfect mode, with no ghost added (in the injector, i left the default ghost value "0").
If these burn-in issues are real and common, i'll certainly drop it.
 

KungBore

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WHAT? BURN-IN??? WTF? NO way man. I really doubt it. Anyone can prove this? I'm playing a lot of GBA inject titles by NSUI, with the pixel perfect mode, with no ghost added (in the injector, i left the default ghost value "0").
If these burn-in issues are real and common, i'll certainly drop it.
I can't post links yet, but you can try to type "burn-in gba 3ds" or something like this on the search field here and you'll find a couple of threads.

I don't think they're permanant burn-ins, just some form of temporary image retention, but apparently they can happen...

I suppose that's why the ghosting is there in the first place, for official gba titles. I was trying to check if lower ghosting values produce flickering with f-zero and I found out they are more noticeable with lower screen brightness in general, but I was hoping someone could give me a more technical explanation.
 
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I can't post links yet, but you can try to type "burn-in gba 3ds" or something like this on the search field here and you'll find a couple of threads.

I don't think they're permanant burn-ins, just some form of temporary image retention, but apparently they can happen...

I suppose that's why the ghosting is there in the first place, for official gba titles. I was trying to check if lower ghosting values produce flickering with f-zero and I found out they are more noticeable with lower screen brightness in general, but I was hoping someone could give me a more technical explanation.

Doesn't playing on a low brightness setting fix that? Also, from what I've read, not all DS and 3DS models have that issue due to most of them having different screen models and so on.
 

KungBore

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Doesn't playing on a low brightness setting fix that? Also, from what I've read, not all DS and 3DS models have that issue due to most of them having different screen models and so on.

Yeah, playing on brightness level 3 makes it unnoticeable (the flickering, I don't know about the image retention), and it seems to cause problems with IPS screens, mostly. But again, I'm not sure. I think I'll settle with a 15 ghosting setting or so, just to be safe :creep:
The official ghosting numbers make the games quite unplayable, I can't make anything out with a moving image.
 

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There's a banner issue with the new GBA 3D Banner. The text banner that usually appears under the 3D banner no longer shows up when injecting into the 3DS.
You can fix that by screenshotting the text banner and cropping the it and making the rest transparent

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

Also I was wondering but where are SNES9X forwarder save files located? I can't seem to find them
 

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You can fix that by screenshotting the text banner and cropping the it and making the rest transparent

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

Also I was wondering but where are SNES9X forwarder save files located? I can't seem to find them
Well, I've got, like, 30+ GBA games injected. So, it's going to be tedious to do that for all of them. I'm going to stick with the default one until it's fixed in a later build.

As far as saves go, I think you can back them up with checkpoint. I haven't tested it on VC injections, though. But, I believe it works the same way.
 

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