Homebrew Saturn emulation using Cotton/Guardian Force testing and debug

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The new version of CaVE Database Manager allows the creation of custom NSPs based on the Sega Saturn Tribute games.
I know. CaVE works great to make a custom single Sega Saturn game NSP and so much more . I was just asking more for rom swapping multiple roms within the tribute game. Last I recall, the update added new encryption that no one has been able to decrypt to swap games.
 
Last edited by ThePanda,
The new version of CaVE Database Manager allows the creation of custom NSPs based on the Sega Saturn Tribute games.
Have you tested it, crashes immediatly when adding custom config.ini, only games injected with cotton boomerang work, Emulator Menu is invisible after injection, i think advanced settings for config is broken
why even bother releasing something half baked if he can not add support to the title updates with fixed Lag settings? why hide the config settings.ini, he copied others work with less functions.

why come very late to the game and make something that has already been done, Gui interface that doesnt work unless you use vanilla config and Cotton boomerang, maybe messed up .tex? or confused about shared files compatibility? where is the option to choose our own .tex files?

Shadow's or the private Scripts works Great Though for whatever i throw in it

it would have been nice if the owner spent some effort like maybe adding support to inject 3 or 4 Saturn games / Multi Discs into Cotton Collection instead of broken single NSP Support
 
Last edited by ZER-O,
Hey I just wanna say thanks to everyone who worked on this project ... it's long been a dream of mine to play my favourite Saturn games on switch and especially getting to make custom nsps is really nice. Has anyone managed to make one for the latest Sonic X-Treme demo from SAGE 2022? The problem is it seems to be in iso/cue format.
Hey, I know it's been a few weeks but I happened to be lurking around and I just came across this. I've also been quite curious for a while to know if it works okay in this emulator, so I just spent some time setting it up and trying it for you now, and I'm glad to say it works really well.
There's a red Sonic (player 2) that constantly keeps spawning when you move about the level, since I programmed it so that he appears when a controller is plugged into port 2, and disappears when there isn't. I don't really know the emulator config very well, but if you can disable port 2 at all, then he should go away.

IMG_20220930_201326__01 - Copy.jpg


Anyways, if you want to get it working, I just used Daemon Tools and ImgBurn as explained on this page to make a BIN/CUE out of the provided ISO/WAV/CUE files. Then you can just swap it out in the romfs like any other Saturn game. Hope that helps!
 
Anyways, if you want to get it working, I just used Daemon Tools and ImgBurn as explained on this page to make a BIN/CUE out of the provided ISO/WAV/CUE files. Then you can just swap it out in the romfs like any other Saturn game. Hope that helps!
is that Sonic Z-Treme (Saturn) - SAGE 2018 demo or the original Sonic x-Treme
 
Hey, I know it's been a few weeks but I happened to be lurking around and I just came across this. I've also been quite curious for a while to know if it works okay in this emulator, so I just spent some time setting it up and trying it for you now, and I'm glad to say it works really well.
There's a red Sonic (player 2) that constantly keeps spawning when you move about the level, since I programmed it so that he appears when a controller is plugged into port 2, and disappears when there isn't. I don't really know the emulator config very well, but if you can disable port 2 at all, then he should go away.

View attachment 329479

Anyways, if you want to get it working, I just used Daemon Tools and ImgBurn as explained on this page to make a BIN/CUE out of the provided ISO/WAV/CUE files. Then you can just swap it out in the romfs like any other Saturn game. Hope that helps!
Thanks so much for this!
 
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Have you tested it, crashes immediatly when adding custom config.ini, only games injected with cotton boomerang work, Emulator Menu is invisible after injection, i think advanced settings for config is broken
why even bother releasing something half baked if he can not add support to the title updates with fixed Lag settings? why hide the config settings.ini, he copied others work with less functions.

why come very late to the game and make something that has already been done, Gui interface that doesnt work unless you use vanilla config and Cotton boomerang, maybe messed up .tex? or confused about shared files compatibility? where is the option to choose our own .tex files?

Shadow's or the private Scripts works Great Though for whatever i throw in it

it would have been nice if the owner spent some effort like maybe adding support to inject 3 or 4 Saturn games / Multi Discs into Cotton Collection instead of broken single NSP Support
I just want to say that this still happens, even on the latest CAVE Manager, all it does is crash.
 
The status is that the updates improved the emulator performance but afaik no one has managed to integrate the updated emulator into the current method.

If new games are coming out already with the updated version of the emulator maybe it would be easier to salvage the emulator from them like was done with Cotton since you will not have to deal with update files and only need the base game, dunno?
 
I know. CaVE works great to make a custom single Sega Saturn game NSP and so much more . I was just asking more for rom swapping multiple roms within the tribute game. Last I recall, the update added new encryption that no one has been able to decrypt to swap games.
i'd recently checked Elevator Action Returns and Idol Janshi Suschi-Pai bin+cue files and i couldn't see the contents of those games nor could boot it with a Sega Saturn retroarch emulator, so yeah they defo encrypted the games with their new updated emulator nowadays.

I guess they found out about how we found out about them using an emulator and decided to pull this.
 
can some1 share this with Sega Saturn Tribute Compatibility Spreadsheetme
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can someone share Sega Saturn Tribute Compatibility Spreadsheet with me Thanks
 
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Is Sakura Taisen playable this way? I don't know how to work with games that use two discs with this method.
Not sure if someone already found a way but I'm not reading 86 pages of posts to find out.
 
I guess every part of this is being abandoned? The INI files have been taken down and I can't even find them anywhere. The first post shows the op no longer supports any of this and I guess people are losing heart over whatever this new encryption method is (but it isn't as if we can't just use the old versions of the games from before the updates when we're on CFWs anyway.) I thought I'd try this out for some stuff I'd really love to be able to play on my Switch, but I'm running into stumbling blocks all the way. I can't even get the only Saturn core available in RetroArch to recognize when a disc is inserted (it sees the tray, it just thinks there is no disc.) Not that I expected much of it anyway (I hear that version is very very slow and has been superseded by much better ones as of very very long ago. Not sure why RetroArch uses such an old and feature-lacking core on this one unless the others have assembly code written for x86 or something.) Is there any method left for those of us who missed the bandwagon back then?

I wish I could afford a SteamDeck. Sadly I can't.
 
I guess every part of this is being abandoned? The INI files have been taken down and I can't even find them anywhere. The first post shows the op no longer supports any of this and I guess people are losing heart over whatever this new encryption method is (but it isn't as if we can't just use the old versions of the games from before the updates when we're on CFWs anyway.) I thought I'd try this out for some stuff I'd really love to be able to play on my Switch, but I'm running into stumbling blocks all the way. I can't even get the only Saturn core available in RetroArch to recognize when a disc is inserted (it sees the tray, it just thinks there is no disc.) Not that I expected much of it anyway (I hear that version is very very slow and has been superseded by much better ones as of very very long ago. Not sure why RetroArch uses such an old and feature-lacking core on this one unless the others have assembly code written for x86 or something.) Is there any method left for those of us who missed the bandwagon back then?

I wish I could afford a SteamDeck. Sadly I can't.
The original games still work if you don't use their update patches. But they have lots of input lag. Still playable but not ideal.

And yeah, nobody can get around their new encryption to use the later games and updates.
 
You misunderstand. I mean the injection stuff. The INI files that seem to be required (at least in every tutorial are gone.) Well, no doubt the input lag is not fun, but we don't have any better options do we?
 
You misunderstand. I mean the injection stuff. The INI files that seem to be required (at least in every tutorial are gone.) Well, no doubt the input lag is not fun, but we don't have any better options do we?
What do you mean inject? To create an NSP? You can just modify romfs of an existing title. No need for .ini files
 
I mean, you're posting in this thread. There are lots of reasons we'd want custom NSPs for separate games. Even if you use a mod manager to manage overlays it's very messy, slow, and bad for the memory card to keep copying CD-sized files over into the overlay folder over and over every time you want to play a different game. Also, one of the key points of the (now missing) INI files seems to have been to improve compatibility and I get the impression by one of the recent posts some games may even require that.

Let me clarify. I'm asking how to do what this thread discusses: create custom NSPs for each game -- or at least to be able to play them separately without swapping out files over and over.
 
Last edited by Nazosan,

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