Unofficial Hakchi2/Manual Hacking Thread

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Is there a list of arguments yet for Clover? A Pal game Ive tried is stretched as pal was slightly higher res then ntsc.

Nes emu had argument for ntsc/pal version imagine snes has too

Usage: canoe-shvc [options]
where options are:
--version Show version then exit
-output-dir DIRECTORY Specify where output files are written
-help Display this help screen
-re 07 Resume state and play all .inputs in turn.
-resume FILENAME.break Load an emulator state snapshot from specified file
-replay FILENAME.inputs Process recorded user inputs in the specified file
-replay-all Continue processing all .input files in sequential order
-rollback-mode MODE Start in rollback mode (0=Idle 1=Record 2=Replay)
-rollback-snapshot-period FRAMES Save a rollback snapshot every N frames (60 for 1 second)
-rollback-input-dir DIRECTORY Specify where rollback files are read from
-rollback-output-dir DIRECTORY Specify where rollback files are written
-rollback-discard-data Discard input rollback data when starting recording instead of appending to it
-during SECONDS Exit after given guest seconds elapsed
-during-frames FRAMES Exit after given guest ticks
--save-screenshot-on-quit PATH Save host screenshot before exiting
--volume PERCENT Set the master volume
-no-audio Do not open nor output audio
-boost-fx FACTOR Multiply SuperFX clock speed
-no-lowlatency Render in a separate thread, to accommodate "slow" titles.
-lowlatency Render on the main thread to reduce input latency.
-no-cpurender Use the old GPU code for rendering
-cpurender Use the CPU for rendering
-filter INTEGER Activate a post-process graphics filter (0=None 1=OpenGL 2=Scanlines 3=CRT)
-magfilter INTEGER Specifies the magnification filter (0=Nearest 1=Linear 2=HorizontalLinear 3=AntiAliasedNearest). The default is nearest with -filter 1 and linear with -filter 2 or -filter 3.
--wait-transition-fd EVENTFD Specifies the event fd to read before drawing the first frame.
--start-transition-fd EVENTFD Specifies the event fd write to when starting the exit to menu transition.
--finish-transition-fd EVENTFD Specifies the event fd to write when the exit to menu transition is finished.
--transition-to-menu-sprite FILENAME Specifies the menu transition sprite sheet to use.
--transition-to-menu-at-exit Plays the transition animation when exiting.
--transition-from-menu Plays the transition animation before starting.
-fp INTEGER Activate Flash/Patterns compensation filter (0=None, 1=VcPhoto 2-5=Armet:Additive,Blend,MonoAdditive 100=auto)
-glFinish Graphics option to reduces latency on mali400, but may degrade framerate
-no-glFinish Opposite of the above option, which became default as of 1.9.1201
-render-soft Use SDL software renderer.
-show-minimized Create window in background
--use-decorative-frame PATH Show a decorative frame using the given file, minus the extension
--decorative-frame-hue Automatically tint the decorative frame, using the game's output
--decorative-frame-saturation Automatically desaturate decorative frame, using the game's output
--decorative-frame-luminosity Automatically change the decorative frame's luminosity, using the game's output
--pixel-perfect Render the screen using square pixels
--rollback-ui PATH Load the rollback UI from this folder
-record-next Save next state snapshot and inputs on exit
--save-on-quit FILENAME Save state snapshot on exit in given filename
-use-state-saver Use StateSaver instead of QuickSave
--sram-file FILENAME.sfrom Path to save the SRAM to when it's modified
-exit-on-sram-file-load-error Exit if loading the SRAM file (--sram-file) failed
--enable-sram-file-hash Output a .hash file for SRAM files (standalone and save state)
--load-time-path FILENAME.sfrom Path to load the playtime
--save-time-path FILENAME.sfrom Path to save the playtime
-rom FILENAME.sfrom The game to emulate
 
Last edited by rhester72,
Hey DNA64 would you mind if I (or you) post my tutorial video? I actually recorded it while following your tutorial lol.

--------------------- MERGED ---------------------------
Just wanted to point out that these video tutorials tend to get outdated really fast, once newer versions of these tools get released. Github pages can get updated easily. Doesn't mean they get, but from my experience it's easier to get an up-to-date tutorial in written form than in video form.
 
Usage: canoe-shvc [options]
where options are:
--version Show version then exit
-output-dir DIRECTORY Specify where output files are written
-help Display this help screen
-re 07 Resume state and play all .inputs in turn.
-resume FILENAME.break Load an emulator state snapshot from specified file
-replay FILENAME.inputs Process recorded user inputs in the specified file
-replay-all Continue processing all .input files in sequential order
-rollback-mode MODE Start in rollback mode (0=Idle 1=Record 2=Replay)
-rollback-snapshot-period FRAMES Save a rollback snapshot every N frames (60 for 1 second)
-rollback-input-dir DIRECTORY Specify where rollback files are read from
-rollback-output-dir DIRECTORY Specify where rollback files are written
-rollback-discard-data Discard input rollback data when starting recording instead of appending to it
-during SECONDS Exit after given guest seconds elapsed
-during-frames FRAMES Exit after given guest ticks
--save-screenshot-on-quit PATH Save host screenshot before exiting
--volume PERCENT Set the master volume
-no-audio Do not open nor output audio
-boost-fx FACTOR Multiply SuperFX clock speed
-no-lowlatency Render in a separate thread, to accommodate "slow" titles.
-lowlatency Render on the main thread to reduce input latency.
-no-cpurender Use the old GPU code for rendering
-cpurender Use the CPU for rendering
-filter INTEGER Activate a post-process graphics filter (0=None 1=OpenGL 2=Scanlines 3=CRT)
-magfilter INTEGER Specifies the magnification filter (0=Nearest 1=Linear 2=HorizontalLinear 3=AntiAliasedNearest). The default is nearest with -filter 1 and linear with -filter 2 or -filter 3.
--wait-transition-fd EVENTFD Specifies the event fd to read before drawing the first frame.
--start-transition-fd EVENTFD Specifies the event fd write to when starting the exit to menu transition.
--finish-transition-fd EVENTFD Specifies the event fd to write when the exit to menu transition is finished.
--transition-to-menu-sprite FILENAME Specifies the menu transition sprite sheet to use.
--transition-to-menu-at-exit Plays the transition animation when exiting.
--transition-from-menu Plays the transition animation before starting.
-fp INTEGER Activate Flash/Patterns compensation filter (0=None, 1=VcPhoto 2-5=Armet:Additive,Blend,MonoAdditive 100=auto)
-glFinish Graphics option to reduces latency on mali400, but may degrade framerate
-no-glFinish Opposite of the above option, which became default as of 1.9.1201
-render-soft Use SDL software renderer.
-show-minimized Create window in background
--use-decorative-frame PATH Show a decorative frame using the given file, minus the extension
--decorative-frame-hue Automatically tint the decorative frame, using the game's output
--decorative-frame-saturation Automatically desaturate decorative frame, using the game's output
--decorative-frame-luminosity Automatically change the decorative frame's luminosity, using the game's output
--pixel-perfect Render the screen using square pixels
--rollback-ui PATH Load the rollback UI from this folder
-record-next Save next state snapshot and inputs on exit
--save-on-quit FILENAME Save state snapshot on exit in given filename
-use-state-saver Use StateSaver instead of QuickSave
--sram-file FILENAME.sfrom Path to save the SRAM to when it's modified
-exit-on-sram-file-load-error Exit if loading the SRAM file (--sram-file) failed
--enable-sram-file-hash Output a .hash file for SRAM files (standalone and save state)
--load-time-path FILENAME.sfrom Path to load the playtime
--save-time-path FILENAME.sfrom Path to save the playtime
-rom FILENAME.sfrom The game to emulate
Thank you, nothing similar on snes classic then.

The opengl filter does that open options for custom filters?
 
Thanks! And thank you for writing a very easy and clear tutorial.


I try. I still think it's a mess tbh and plan on cleaning it up, yeah I suffer from OCD just a little lol
I realized I left out a few tidbits I still need to include and have since updated the guide to fill in a few of those as well as clarify somethings.
 
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Just wanted to point out that these video tutorials tend to get outdated really fast, once newer versions of these tools get released. Github pages can get updated easily. Doesn't mean they get, but from my experience it's easier to get an up-to-date tutorial in written form than in video form.

I agree. I made the tutorial because people are sometimes more comfortable in watching how to do something rather than reading it. A couple days ago there was no tutorial at all so I figured the people who didn't want to wait for an official release and who were on the fence about hacking their new system could see how easily It's done and not stress over things.

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

I try. I still think it's a mess tbh and plan on cleaning it up, yeah I suffer from OCD just a little lol
I realized I left out a few tidbits I still need to include and have since updated the guide to fill in a few of those as well as clarify somethings.

Hey if it was clear enough to let me get things up and running then It's great.
 
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Got a tutorial video here I made you just have to convert smc,sfc to sfrom then "brac hakchi" does the rest. Has Anyone figured out how to get more games then 30 without issues?
 
Last edited by EightBitFlashback,
Okay so does the latest RC work properly with dumping, flashing and restoring the backed up kernel without error? And NAND dumping is still very experimental? I'd like to know if I should stick with that BRAC version or the latest build :P
 
Okay so does the latest RC work properly with dumping, flashing and restoring the backed up kernel without error? And NAND dumping is still very experimental? I'd like to know if I should stick with that BRAC version or the latest build :P
I'm playing with this now.
 

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