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
database revision: 2018-07-25
//Super Nintendo (AUS)
database revision: 2018-07-25
game sha256: 7dbaebb1007984610623cb0b571f0e7167d73d89274598bfffc845cfb2de4aac label: Lufia (Europe) name: Lufia (Europe) region: SNSP-ANIP-AUS revision: SPAL-ANIP-0 board: SHVC-1A3M-30 memory type: ROM size: 0x280000 content: Program memory type: RAM size: 0x2000 content: Save
//Super Nintendo (USA)
database revision: 2018-07-25
game sha256: 740646f3535bfb365ca44e70d46ab433467b142bd84010393070bd0b141af853 label: Super Mario RPG - Legend of the Seven Stars (USA) name: Super Mario RPG - Legend of the Seven Stars (USA) region: SNS-ARWE-USA revision: SNS-ARWE-0 board: 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
game sha256: e134f20f6ee7d422d06faea6b1ae1e4101d1d0a200a0571d715d1cf23d959e8c label: Star Fox 2 (USA) name: Star Fox 2 (USA) region: SNS-XJ-USA revision: SNS-XJ-0 board: SHVC-1CB0N7S-01 memory type: ROM size: 0x200000 content: Program memory type: RAM size: 0x10000 content: Save oscillator frequency: 21440000
//Super Famicom (JPN)
database revision: 2018-07-25
game sha256: 3cb1bb56e18ccea0edf6fbe3b52868272ab47bae3665506a5c055808d282225b label: Akumajou Dracula (Japan) name: Akumajou Dracula (Japan) region: SHVC-AD revision: SHVC-AD-0 board: SHVC-1A0N-01 memory type: ROM size: 0x100000 content: Program
game sha256: 0e4e700aa5ea5d4c9ba541860c92aa141d8fecd746047ef4ce0c4e3b1f8baad9 label: Akumajou Dracula XX (Japan) name: Akumajou Dracula XX (Japan) region: SHVC-ADZJ-JPN revision: SHVC-ADZJ-0 board: SHVC-1A0N-30 memory type: ROM size: 0x200000 content: Program
game sha256: 31acec84611795f937a7261c1d30aca8c4ed330791dad7a69880a0671e1963ce label: Estpolis Denki (Japan) name: Estpolis Denki (Japan) region: SHVC-ES revision: SHVC-ES-1 board: SHVC-1A3B-13 memory type: ROM size: 0x100000 content: Program memory type: RAM size: 0x2000 content: Save
game sha256: f62df5ffda3047b2d7717cb49be1029defa0de28191a8c66e380d1c9adbebc6f label: Estpolis Denki II (Japan) name: Estpolis Denki II (Japan) region: SHVC-ANIJ-JPN revision: SHVC-ANIJ-0 board: SHVC-BA3M-20 memory type: ROM size: 0x280000 content: Program memory type: RAM size: 0x2000 content: Save
game sha256: 0c637df08d73e13e8e22fafbfe2b9196e08670ac27dbdd43330289c7fbce74e1 label: Hoshi no Kirby 3 (Japan) name: Hoshi no Kirby 3 (Japan) region: SHVC-AFJJ-JPN revision: SHVC-AFJJ-0 board: SHVC-1L5B-20 memory type: ROM size: 0x400000 content: Program memory type: RAM size: 0x8000 content: Save memory type: RAM size: 0x800 content: Internal volatile
game sha256: f9ec39546e18b15b8f6a738204d0227c1542cd8157e3e0ea16934e76f39e288c label: Karura Ou (Japan) name: Karura Ou (Japan) region: SHVC-OH revision: SHVC-OH-0 board: SHVC-1A0N-20 memory type: ROM size: 0x100000 content: Program
game sha256: 4fc2832e7aa01d105ca67977b38840ec1188869b5e74d20e58613c1cd127d78f label: Rockman & Forte (Japan) name: Rockman & Forte (Japan) region: SHVC-AR6J-JPN revision: SHVC-AR6J-0 board: SHVC-1J1M-20 memory type: ROM size: 0x400000 content: Program memory type: RAM size: 0x800 content: Save
game sha256: 704c035cf9236577334de9b935190d8d22fe775fb64ce3008c893b7bd3bfa64a label: Rockman 7 - Shukumei no Taiketsu! (Japan) name: Rockman 7 - Shukumei no Taiketsu! (Japan) region: SHVC-A7RJ-JPN revision: SHVC-A7RJ-0 board: SHVC-1J0N-20 memory type: ROM size: 0x200000 content: Program
game sha256: 76f80cdf704a0e1daf1af5bbf564e427b425a5ee42329417de6f29219fe63e5f label: Rockman X (Japan) name: Rockman X (Japan) region: SHVC-RX revision: SHVC-RX-1 board: SHVC-2A0N-11 memory type: ROM size: 0x180000 content: Program
game sha256: bdf02761180720ab88deeb5ad0de162019fdbf54d87dfdaef569337b9cbd415a label: Rockman X2 (Japan) name: Rockman X2 (Japan) region: SHVC-ARXJ-JPN revision: SHVC-ARXJ-0 board: SHVC-2DC0N-01 memory type: ROM size: 0x180000 content: Program memory type: ROM size: 0xc00 content: Data manufacturer: Hitachi architecture: HG51BS169 identifier: Cx4 memory type: RAM size: 0xc00 content: Data manufacturer: Hitachi architecture: HG51BS169 identifier: Cx4 volatile oscillator frequency: 20000000
game sha256: c477282947b4de4e23afaa99fbf3ca7613ec6b31c1755e616d6dce7aeeeb66d6 label: Rockman X3 (Japan) name: Rockman X3 (Japan) region: SHVC-AR3J-JPN revision: SHVC-AR3J-0 board: SHVC-1DC0N-01 memory type: ROM size: 0x200000 content: Program memory type: ROM size: 0xc00 content: Data manufacturer: Hitachi architecture: HG51BS169 identifier: Cx4 memory type: RAM size: 0xc00 content: Data manufacturer: Hitachi architecture: HG51BS169 identifier: Cx4 volatile oscillator frequency: 20000000
game sha256: d6e8f5066ea6b87ecf3a574259c264e3c68c84bbe76c32c1945a799af581a65d label: Super Donkey Kong (Japan) name: Super Donkey Kong (Japan) region: SHVC-8X revision: SHVC-8X-1 board: SHVC-1J1M-11 memory type: ROM size: 0x400000 content: Program memory type: RAM size: 0x800 content: Save
game sha256: 83fb105dd16194711dba7464458c9a4833092404e61cd8376d8080a3e5d3354e label: Super Donkey Kong 2 - Dixie & Diddy (Japan) name: Super Donkey Kong 2 - Dixie & Diddy (Japan) region: SHVC-ADNJ-JPN-1 revision: SHVC-ADNJ-1 board: SHVC-1J1M-20 memory type: ROM size: 0x400000 content: Program memory type: RAM size: 0x800 content: Save
game sha256: ca34ba159f15a169a1723e65f8157ae7e541cb566303a4b302ce02eec257dbdb label: Super Donkey Kong 3 - Nazo no Kremis-tou (Japan) name: Super Donkey Kong 3 - Nazo no Kremis-tou (Japan) region: SHVC-A3CJ-JPN revision: SHVC-A3CJ-1 board: SHVC-1J1M-20 memory type: ROM size: 0x400000 content: Program memory type: RAM size: 0x800 content: Save
game sha256: d54a3eaab7ce4d250f8ef2cb86fa5afebb4712f95cadc65c85a6e5a7355d8b81 label: Super Mario - Yossy Island (Japan) name: Super Mario - Yossy Island (Japan) region: SHVC-YI revision: SHVC-YI-2 board: SHVC-1CB5B-20 memory type: ROM size: 0x200000 content: Program memory type: RAM size: 0x8000 content: Save oscillator frequency: 21440000
game sha256: 2be58db4c82330bb843fb6ba08a8d6760592256db24f7e06ef7bacc0b09da4de label: Super Mario Collection (Japan) name: Super Mario Collection (Japan) region: SHVC-4M revision: SHVC-4M-1 board: SHVC-2A3M-01 memory type: ROM size: 0x200000 content: Program memory type: RAM size: 0x2000 content: Save
game sha256: c04f517c2675d7a8f3498d958f097443dfaa0e66606c69c59b58a915b3454973 label: Super Mario Kart (Japan) name: Super Mario Kart (Japan) region: SHVC-MK revision: SHVC-MK-0 board: SHVC-1K1B-01 memory type: ROM size: 0x80000 content: Program memory type: RAM size: 0x800 content: Save memory type: ROM size: 0x1800 content: Program manufacturer: NEC architecture: uPD7725 identifier: DSP1 memory type: ROM size: 0x800 content: Data manufacturer: NEC architecture: uPD7725 identifier: DSP1 memory type: RAM size: 0x200 content: Data manufacturer: NEC architecture: uPD7725 identifier: DSP1 volatile oscillator frequency: 7600000
game sha256: 5d6aa9daec8525495510cda7cbd0bf476466dc4d8d86c28420e31715db351c64 label: Super Mario RPG (Japan) name: Super Mario RPG (Japan) region: SHVC-ARWJ-JPN revision: SHVC-ARWJ-0 board: SHVC-1L5B-02 memory type: ROM size: 0x400000 content: Program memory type: RAM size: 0x8000 content: Save memory type: RAM size: 0x800 content: Internal volatile
game sha256: c6808e082ab343be554d07f2b3eb157c3c5134b364a2ffb3806a67f17e0992d0 label: Super Mario World - Super Mario Bros. 4 (Japan) name: Super Mario World - Super Mario Bros. 4 (Japan) region: SHVC-MW revision: SHVC-MW-0 board: SHVC-1A1B-06 memory type: ROM size: 0x80000 content: Program memory type: RAM size: 0x800 content: Save
game sha256: 12b77c4bc9c1832cee8881244659065ee1d84c70c3d29e6eaf92e6798cc2ca72 label: Super Metroid (Japan) name: Super Metroid (Japan) region: SHVC-RI revision: SHVC-RI-0 board: SHVC-BA3M-10 memory type: ROM size: 0x300000 content: Program memory type: RAM size: 0x2000 content: Save
game sha256: f7fd1efceb89708b338812d6a6e6014d7b7b0d0523ca0e27fe0aac8f954c1e7f label: Zelda no Densetsu - Kamigami no Triforce (Japan) name: Zelda no Densetsu - Kamigami no Triforce (Japan) region: SHVC-ZL revision: SHVC-ZL-2 board: SHVC-1A3B-13 memory type: ROM size: 0x100000 content: Program memory type: RAM size: 0x2000 content: Save
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?
Were you building higan/bsnes from source, or downloading pre-built binaries? If you're building from source, be aware that often higan and bsnes are built from the same source-code, and which one gets built by default often depends on what byuu happened to be working on at the time. In particular, v106r85 builds bsnes by default, which would account for why it "had the similar looks like bsnes". To be sure you're building higan, you need to say:
make target=higan
Also note that bsnes v107 is forked from on higan v106r85 so they should be similar emulation-wise. r85 was just before byuu started rebuilding the higan UI, which was very experimental for quite a while, so if you want something newer than r85, you probably want to use the latest version (or the latest version of bsnes).
Looking at the changelog, it seems the last SNES-related change before r85 was r66 which I think fixes a problem with save-states for games that use the SPC7110 chip; everything between those two seems to be MSX/WonderSwan/NGP emulation. There's other minor SNES-related changes in the revisions before r66, too.
The ending of the words is ALMSIVI.
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.
I'm not familiar with the specific higan revisions you're talking about, but 'region' is usually an option in the "Load Game..." dialog, in the bottom left. It's possible that byuu reworked how region detection worked at some point and you picked a revision where region detection happened to be broken.
In general, if you want to be sure everything works as intended, you should be using official releases (higan v106, bsnes v107.3) rather than WIPs.
> Everything in the .bml files is correct, there is nothing I could change?
The game's manifest.bml describes what's unique about a particular game, boards.bml describes what's unique about a particular board, but "region" is a property of the base console.
The ending of the words is ALMSIVI.
I solved the problem, in my Super Famicom.bml I specified the region to
region: SNS-XJ
It should be
region: SNS-XJ-USA
This little piece of information helped me solve the problem:
The region field is mandatory, and is used by higan to determine the regional hardware and TV frequency variants used for proper emulation. When game serial numbers are present that include the regional information within them, these values are used. In the simple example above, the region ends in -JPN, which indicates the game is from Japan, and uses the NTSC standard. In the complex example, -USA obviously implies the game is from the US. If the game serials are not known, the value will be up to the emulated system's requirements.
Thanks for all your help though! It looks like higan v106r52 is my choice for Super Famicom/Super NES emulation now.
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