ill do it but how do i ftp to it
Oh! Ok, thanks, I'll test that outYou can out of the box... I already do that.
It would be great if there was a possibility of change the OEM emulator to stretch the image to full screen and using a better scanlines filter than the one included. That would save the space of using SNES9x.
again same hereI don't care about purist 4:3 or 8:7, I want forced "16:9"
Guys it won't be long till we get at least the SMC/SFC to SFROM converter I'm sure, then after that it's a matter of days until we do get the full hakchi experience.
in other news I'm pretty stoked that 8bitdo got their shit together and made the Retro Receiver for NES Classic compatible with SNES classic, they could have let everything as it was and asked you to pay a new controller and adapter (their new 2.4ghz controller and receiver)
if you have a mini snes and a mini nes, just add the games you want to play on you nes classic and use your snes controllers on it.
Do you have to use 2 dongles to use 2 control pads?
Also is it possible to move the controller inside the case and plug in the receiver and play? That was the dongles aren't sticking out of the front of the console.
That's what I came up with:
Code:1st header: Start: Size: Desc: 0x00 0x4 0x00000100 0x04 0x4 File Size (inc. header) 0x08 0x4 0x00000030 0x0C 0x4 End of the ROM region (not the file) 0x10 0x4 Start of the footer region (presumably an index for the PCM audio samples). Matches end of file/file size if PCM data is missing (according to 3dbrew.org) 0x14 0x4 Points to the second header (starts with 3C, looks to be mostly the same as New 3DS' SNES VC header starting from 0x30) 0x18 0x4 File Size/End of file? (same as 0x04) 0x1C 0x4 0x00000000 0x20 0x4 Points to the end of file 0x24 0x8 Wii U Virtual Console Game ID (WUP-J**X, X — title region (E for EUR)?) 0x2C 0x4 0x00000000 2nd header/footer (0x3C...): Start: Size: Desc: 0x00 0x1 Emulation speed in FPS (0x3C == 60) 0x01 0x3 ROM size 0x04 0x1 0x00 0x05 0x3 Size of the converted PCM audio samples region (starting after ROM). 0 if PCM data is missing (according to 3dbrew.org) 0x08 0x1 0x00 0x09 0x2 Footer region size. 0 if PCM data is missing (according to 3dbrew.org) 0x0B 0x2 0x0000 0x0D 0x2 Game preset ID? (varies for each game) (according to 3dbrew.org) 0x0F 0x1 Unknown (0x02/0x03, mostly 0x02) 0x10 0x1 Sound volume (according to 3dbrew.org) 0x11 0x1 ROM Type (LoROM/HiROM, 0x14/0x15) 0x12 0x8 0x0000000000000000 0x1A 0x4? Unknown (mostly 0x00000100) 0x1E 0x4? Unknown (always 0x00000100)
So, the SNES Mini's ROM structure looks something like this:
[1st header]
[ROM with PCMF pointers for PCM samples], same as .rom in Wii Virtual Console WAD archive
[PCM samples], same as .pcm in Wii Virtual Console WAD archive
[PCM index/ROM patches?], same as .var in Wii Virtual Console WAD archive
[2nd header/footer]
Use rpx2elf and cut the useless parts with hex editor.Does anyone know how to extract the rom out of a wii u virtual console release that DOESN'T remove the header and footer?
Do you have a quick way to convert a rom to this format or do we have to calcualte everything by hand? If not, do you have some headers/footers (other than SMW) you could share of your success?
If I understand correctly, the length of the rewind function differs from game to game. For now, do all the added games have a standard rewind length, or how does it work? Thanks.Savestates are working just fine, rewinding works too. Out-of-the-box.
Every injected ROM that runs at all works just as original game.
Use rpx2elf and cut the useless parts with hex editor.
Right now I'm working on the Python script to do this automatically.
I'll post the ones I already made when I get back home