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Posted on 19-06-02, 14:24 in Regarding Super Famicom.bml
Post: #1 of 21
Since: 06-02-19

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Hello you absolute legends!

I have a question regarding the Super Famicom.bml file.

I want to change and add stuff to this specific file because it lacks most of the Japanese titles I own but even if you change a single letter on a already existing title it invalidates the whole thing.

For example, one of the "Verified Game Started" games I have when I start bsnes v107.1 is Lufia (Lufia 2 in the US) doesn't show up in the emulator as "Verified Game Started" anymore if I change something in the Super Famicom.bml file.

My question is why I can't edit and change stuff in the Super Famicom.bml? If I want to add Estpolis Denki 2 for example which is the Japanese version of Lufia 2, I want it to show up as "Verified Game Started" in bsnes but it doesn't.

This is no big deal per se as I have my own databases of checksum hashes that is verified with No-Intro ones, but it would be great to have my whole Collection of Super Famicom and Super Nintendo titles showing up as "Verified Game Started" in bsnes.

Best regards

RokkumanX
Posted on 19-06-02, 20:12 in Regarding Super Famicom.bml
Post: #2 of 21
Since: 06-02-19

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Posted by BearOso
You’re probably breaking the encoding when you save the file. The indentation and encoding should be intact. If you’re using Windows notepad, don’t. It’ll screw up any UTF8 files by adding a marker.


Thank you so much for your reply!

Using notepad is exactly what I'm doing.....I feel bad but how would I suppose to know? :-)

Can you please recommend a good program to edit the Super Famicom.bml without breaking anything?
Posted on 19-06-02, 20:36 in Super Game Boy on Higan/Bsnes
Post: #3 of 21
Since: 06-02-19

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For Super Game Boy emulation I'm using bsnes-plus today and have been for the last year and a half.

bsnes-plus is a debug-oriented fork of bsnes v073 maintained by devinacker which uses the Gambatte core for Super Game Boy emulation.

It works exceptionally well and I can highly recommend it.

https://github.com/devinacker/bsnes-plus
Posted on 19-06-02, 20:41 in Regarding Super Famicom.bml
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Posted by sureanem

I think Notepad++ should work.


Thank you very much for your recommendation, I will try this out first thing in the morning.
It certainly looks like what I'm requesting and hopefully it will do the job!
Posted on 19-06-03, 05:59 in Super Game Boy on Higan/Bsnes (revision 1)
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Posted by CaptainJistuce

DRAMA!!!!


I don't quite see the problem here? What is so wrong with bsnes-plus that there has to be drama?

Super Game Boy emulation in bsnes-plus works OK for me and the games I own, granted I should be able to recommend it to someone else.

Only fair, right?
Posted on 19-06-03, 06:27 in Regarding Super Famicom.bml (revision 1)
Post: #6 of 21
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Posted by CaptainJistuce
I think the verification is related to byuu's redump project. He's found errors in no-intro, and there's no way to tell who dumped the erroneous games nor what other games they dumped, so does not consider them a trusted source.

If it isn't dumped by byuu, it isn't verified.



Also, Notepad was updated end of last year to handle incomplete line-endings and I believe it respects existing byte-order mark status too.


That's great and all, but I for one trust places like datomatic.no-intro.org and redump.org because my dumped cartridge and disc based games matches other known "good" dumps.

Either we all have busted up dumps or the information shared is assumable 99.9% correct.

It's nothing I lose sleep over, every game in my entire collection matches all known databases including byuu's

It's just that 75-80% of the games I happen to own is non-existent in the Super Famicom.bml

I'm using Windows 10 LTSC 2019 1809, and sadly the mentioned update is not included or present in my edition.

Notepad ++ is what I'm going to try out now.


EDIT:

Thank you @sureanem, Notepad++ worked perfectly! Now I can add the missing games from my collection.
Posted on 19-06-03, 08:20 in Regarding Super Famicom.bml
Post: #7 of 21
Since: 06-02-19

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Mission accomplished!

All my "physical" games is showing up with "Verified game loaded", it took it's sweet time but it was well worth it.

I also made sure to customize it to perfection removing all the games I don't own, now my Super Famicom.bml contains only the games I own and nothing more.

However due to being dumped from the SNES Classic, Star Fox 2 have to stay "unverified" for now due to the fact no physical cartridge release were made.
Posted on 19-06-03, 10:04 in Super Game Boy on Higan/Bsnes
Post: #9 of 21
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Posted by CaptainJistuce

It is a fork that has annoyed byuu for a long time, for various reasons(most notably pressing undo on low-level coprocessor emulation and ensuring people don't touch it for several years).


I didn't mean you were intentionally trying to start stuff, just that it has a history of starting stuff.


Oh, I'm sorry I didn't know that actually.

I swear I don't want to start anything, I only recommended it based on the Super Game Boy emulation.
Also as a command line user it works really great too loading Super Game Boy games with bsnes-plus, I believe he fixed that some time ago.

I'm very little informed about these so called dramas, at the end of the day I use emulators to play my games and have some fun.
Posted on 19-06-03, 10:06 in Regarding Super Famicom.bml (revision 1)
Post: #8 of 21
Since: 06-02-19

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Working Star Fox 2 entry for anyone interested:


game
sha256: e134f20f6ee7d422d06faea6b1ae1e4101d1d0a200a0571d715d1cf23d959e8c
label: Star Fox 2
name: Star Fox 2
region: SNS-FO2-USA
revision: SNS-FO2-0
board: SHVC-1CB0N7S-01
memory
type: ROM
size: 0x200000
content: Program
memory
type: RAM
size: 0x10000
content: Save
oscillator
frequency: 21440000


Had to use a combination of Doom and Yoshi's Island entries enable for it to work properly, the Super Famicom.bml is really great in that aspect because either it works or it ain't.

EDIT:

Think of it as "donor" carts of Doom and Yoshi's Island people used to use to make Reproductions of the Star Fox 2 betas.
Posted on 19-06-03, 11:51 in Regarding Super Famicom.bml
Post: #10 of 21
Since: 06-02-19

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Posted by Kakashi
qwertymodo used Stunt Race FX as my donor cart.


Thanks for sharing that information, I only read about Doom and Yoshi's Island back in the days.

As for the entry I had to use the Doom SHVC-1CB0N7S-01 board and most of the other data from Yoshi's Island.

The SHVC-1CB5B-01 Yoshi's Island is using booted the game but only with sound and a black screen.

But now that I look at them it seems like removing the volatile entry from Doom probably would have been enough.

At first when I only used Doom, the game booted up but didn't create any save so I copied the data from Yoshi's Island and changed the RAM size from 0x8000 to 0x10000 and it worked.

Yoshi's Island doesn't contain the volatile entry, but whatever it works and that's all that matters.

The SNS-FO2-USA and SNS-FO2-0 is made up and based off Star Fox, had to name it somehow.
Posted on 19-06-03, 13:48 in Regarding Super Famicom.bml
Post: #11 of 21
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True, but at the end of the day reproduction is just a "nicer" word for bootleg because that's what all reproduction copies really are.
Posted on 19-06-04, 20:37 in Please help me with some PCB/Board issues
Post: #12 of 21
Since: 06-02-19

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OK, so here's the deal. I have mostly perfected my Super Famicom.bml file and I'm quite happy with how things turned out to be but there are some things that bothers me.

Lufia (PAL/AUS) - and Lufia II uses the SHVC-1A3M-30 board and my copy of Lufia (AUS) works perfectly with that, and my copy of Estpolis Denki 2 also works great with the SHVC-1A3M-30 board.

All good right? No, Estpolis Denki 2 uses the SHVC-BA3M-20 board but it refuses to boot in bsnes if I change from SHVC-1A3M-30 to SHVC-BA3M-20.

The SHVC-BA3M-20 board is used in a couple of other games, Frank Thomas Big Hurt Baseball and Super Mario All-Stars + Super Mario World but in the original Super Famicom.bml these two games is using the SHVC-1A3M-30 and SHVC-BA3M-01 boards.

Changing my Estpolis Denki 2 entry to SHVC-BA3M-01 which is used for Super Mario All-Stars + Super Mario World actually works but again if I change it to SHVC-BA3M-20, you guessed it, black screen.

I got the same issue with the Japanese version of Super Mario RPG which uses the SHVC-1L5B-02 board, black screen unless I use the same board as the NTSC-U version SHVC-1L5B-11.

The NTSC-U version also uses the SHVC-1L5B-10 board on some copies, changing my Japanese copy to that doesn't work either.
SHVC-1L5B-11 works and oddly enough SHVC-1L5B-20 which Kirby 3/Hoshi no Kirby 3 uses.

I really want to be as authentic to the real games as possible and use the SHVC-BA3M-20 board for Estpolis Denki 2 and the SHVC-1L5B-02 for Super Mario RPG (Japan) in bsnes but I can't for the love of god figure out why they don't boot.

The easy way out would be to continue using SHVC-1A3M-30 and SHVC-1L5B-11 for these respective games but it will haunt me that I could not use the original boards in my Super Famicom.bml

These are the values for SHVC-1A3M-30:

memory
type: ROM
size: 0x280000
content: Program
memory
type: RAM
size: 0x2000
content: Save


These are the values for SHVC-1L5B-11:

memory
type: ROM
size: 0x400000
content: Program
memory
type: RAM
size: 0x8000
content: Save
memory
type: RAM
size: 0x800
content: Internal
volatile


I have no idea what needs to be changed in order for the real boards that the Japanese games are using to work.

If anyone could help me with this puzzle I would be really grateful, thanks in advance!

What am I missing here?
Posted on 19-06-05, 20:23 in Please help me with some PCB/Board issues
Post: #13 of 21
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Thanks @Screwtape

I don't think anyone here would doubt that either SHVC-BA3M-20 or SHVC-1L5B-02 is made up boards, honestly I have paid snescentral.com some unhealthy amount of time last couple of days and I have looked at those board images trying to figure out what I'm doing wrong more times than I can count.

Now I know why it won't work and I can finally put this mystery to rest, SHVC-1A3M-30 for Estpolis Denki 2 and SHVC-1L5B-11 for Super Mario RPG (Japan) is more than enough until such time @byuu have dumped games with the boards I want to use.

One honest question though, based on all documentation and information that exists with these boards, would it be possible to add them anyway without dumping the actual games?

(I have spent so much time with this that I practically memorized every single board names that my games use, it's sick how devoted I have been to this)

F*** it I just love Super Famicom so much.
Posted on 19-06-13, 19:00 in Please help me with some PCB/Board issues
Post: #14 of 21
Since: 06-02-19

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Thanks for answering @byuu

I really would like to add them to the boards.bml but I'm using bsnes v107.1 and from what I can see it does not use the Systems folder anymore like higan does, therefore no boards.bml present.

From what I could see on Gitlab history, bsnes test used to have a Systems folder but it was scrapped at some point.

Changing boards.bml for bsnes would be pointless as I think it's baked in the bsnes v107 releases.

My best bet would to be changing back to higan, use my customized Super Famicom.bml and then customize the boards.bml in the Systems/Super Famicom.sys folder.

But I rather not right now as I recently started fresh with everything on my computer and bsnes v107.1 is what I decided to use.

Maybe later when a new release of higan is out I will attempt this, I have sufficient understandings of how things work now and based on my hunches it should be able to work quite well.
Posted on 19-06-14, 07:42 in Please help me with some PCB/Board issues (revision 1)
Post: #15 of 21
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So I was playing some games this morning and noticed an option in bsnes called Manifest Viewer.

Out of curiosity I clicked it and saw the game entry from the Super Famicom.bml but I also saw a glimpse of the board information but again boards.bml is not to be found when using bsnes.

OK, so for a stupid question here, creating a Systems folder and then a Super Famicom.sys folder populating it with the contents present there in higan would do absolutely nothing when using bsnes right?

There is absolutely no way changing boards in bsnes? I'm correct in that assumption?
Posted on 19-06-14, 11:25 in Please help me with some PCB/Board issues
Post: #16 of 21
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Thank you @Screwtape for a well written and thorough answer!

Next time when I will start fresh I'll definitely go with higan instead so I can finish what I started.

OK then, I know everything I need so there is no need to go on with this any further now.

Thank you yet again!
Posted on 19-06-20, 14:25 in Final preparation complete! XTREME OCD (revision 4)
Post: #17 of 21
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So I've spent some unhealthy time pulling this off but this is the end result of dozens of hours (researching, testing and making)

Super Famicom.bml



boards.bml



Everything here is customized to utter perfection, every game I dumped have the same exact board as the physical cartridge in my shelves.

I even splitted the boards in the boards.bml so every board is it's own "unique" board. The SHVC-1L5B is a good example of that because it's SHVC-1L5B-(11,20) in the original boards.bml whereas it's SHVC-1L5B-02 SHVC-1L5B-11 and SHVC-1L5B-20 in mine.

The contents in Super Famicom.bml and boards.bml is sorted perfectly accordingly to my OCD standards, I'm a sick puppy.

So the question now is what version of higan to use? Well I made quite a few tests and reached to this conclusion.

Most of the newer versions with the drastically reworked UI don't seem to boot anything no matter how many times I import my games, the complexity of higan is astounding to say the least.

I worked my way down and found out that v106r85 had the similar looks like bsnes, only problem there were that the Blur and Color options did absolutely nothing so that ruled out the possibility with those versions.

Worked my way even lower and hit the sweet spot between v106r52 - v106r44
It looked decent enough, my games worked and most importantly the Blur and Color options worked correctly.

It's such a joy to look in the Manifest Viewer now when everything looks so clean.

There is absolutely no way I'm going through all of this again so either v106r52 or v106r44 have to do, Super Famicom emulation in higan is pretty much perfect since way back right?
Posted on 19-06-21, 06:42 in Final preparation complete! XTREME OCD
Post: #18 of 21
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I'm using pre-built higan binaries from the GitLab Jobs page.
I would gladly use higan v106r85 but the Blur and Color options is broken, something I need I'm afraid.

higan v106r52 seems quite stable, I haven't had an issue yet and it's as barbone as it gets for my taste (I like clean and simple emulator GUI's)

However nothing is written in stone, the heavy ground work is done and now starts the work with what version to use.

I rather not using anything latest of higan, I'm no rocket scientist but those versions is way to complex for me to use. I don't understand a thing of how to run games on them.
Posted on 19-06-21, 07:43 in Final preparation complete! XTREME OCD
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OK, this is really weird.

Star Fox 2 (USA) works great in bsnes v107.1 but in higan v106.52 I'm getting this message:

This game pack is not designed for your SUPER FAMICOM or Super NES


I don't even know how this could happen, am I missing something here?
Posted on 19-06-21, 17:58 in Final preparation complete! XTREME OCD
Post: #20 of 21
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Damn, and I don't see any options in this particular version of higan to change region either.

Every game I have besides Star Fox 2 boots, what is bsnes doing different than higan? I don't see an option in bsnes but it boots there just fine.

Everything in the .bml files is correct, there is nothing I could change?

Not that Star Fox 2 is a "super" game I care about but still it would be nice if every of the 24 games I have boot instead of 23.

I must continue to investigate.
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