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Introducing the higan library 
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Joined: Mon 14 Jul 2014, 04:07:30

Posts: 6
Post Re: Introducing the higan library
Okay...

So, I got the original rom for Power Blade again and imported it to higan, then I compared it to the bsnes import.
The two had all the same files with matching checksums, except the bsnes version had "manifest.xml" and the higan version had "manifest.bml".

These two files are fairly similar, the main difference being formatting, really:

manifest.xml
Code:
<?xml version="1.0" encoding="UTF-8"?>
<cartridge sha256="d27f255d70aacb2c228a7f1cdce06ca3d34eba3f006e6c56ae27eb344dcaac1f">
  <board type="NES-TLROM"/>
  <chip type="MMC3B"/>
  <prg>
    <rom name="program.rom" size="0x20000"/>
    <ram name="save.ram" size="0x2000"/>
  </prg>
  <chr>
    <rom name="character.rom" size="0x20000"/>
  </chr>
</cartridge>


manifest.bml
Code:
unverified

cartridge
  board type=NES-TLROM
  chip type=MMC3B
  prg
    rom name=program.rom size=0x20000
    ram name=save.ram size=0x2000
  chr
    rom name=character.rom size=0x20000

information
  title: Power Blade (USA)


So it looks like conversion is pretty much just renaming the .xml to .bml and doing a little regex. Or fixing the formatting manually.

If only I didn't suck at regex....

Wed 16 Jul 2014, 22:31:47
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Joined: Sun 05 Sep 2010, 15:42:48

Posts: 1344
Post Re: Introducing the higan library
Yeah, basically. Plus some little pitfalls only byuu would know about.

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Wed 16 Jul 2014, 22:35:10

Joined: Mon 14 Jul 2014, 04:07:30

Posts: 6
Post Re: Introducing the higan library
Like what "unverified" refers to (checksum?), and the fact that the .bml has that title entry (which can be pulled from the name of the folder it's in, as in "Power Blade.fc").

However, based on this test, it looks like the only difference between the 090 and 094 versions of the game folder format is the switch from .xml to .bml.

I'll look at some other roms I have and see how they match up too. If the checksums for them match (excluding the .xml/.bml) for them too, then converting really would be a simple matter of regexing the .xml files. Or manually editing them..

Edit:
So far it's looking like I was right. I've done a Zelda, SMB2 and 3, and Metroid, and they all had the same checksums, and the contents of the .xml/.bml files differed in precisely the same way as the Power Blade example.

At this point I think it's safe to say the the only difference between an 090 game folder format rom and an 094 one is the .xml/.bml file, and so converting the former to the latter en masse is an extremely easy task for anyone that can do regex.

Wed 16 Jul 2014, 22:54:17
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Post Re: Introducing the higan library
eyeonus wrote:
Like what "unverified" refers to (checksum?)
Not checksum. I think it means that instead of using the internal game database, the manifest was created by SNES9x/ZSNES-style header heuristics that might be wrong.

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Thu 17 Jul 2014, 15:25:35
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Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: Introducing the higan library
Kawa wrote:
Yeah, basically. Plus some little pitfalls only byuu would know about.

Like this one?
Image

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Fri 18 Jul 2014, 00:53:03
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Joined: Sun 05 Sep 2010, 15:42:48

Posts: 1344
Post Re: Introducing the higan library
Kakashi wrote:
Kawa wrote:
Yeah, basically. Plus some little pitfalls only byuu would know about.

Like this one?
No, because at least two more people besides byuu know about that one. lolkakashi

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Fri 18 Jul 2014, 10:07:15
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Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: Introducing the higan library
Kawa wrote:
Kakashi wrote:
Kawa wrote:
Yeah, basically. Plus some little pitfalls only byuu would know about.

Like this one?
No, because at least two more people besides byuu know about that one. lolkakashi

Why doesn't your avatar have a neckbeard? Oh wait, it does...

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Fri 18 Jul 2014, 10:10:30

Joined: Wed 06 May 2009, 04:13:19

Posts: 4543
Post Re: Introducing the higan library
Kakashi wrote:
Why doesn't your avatar have a neckbeard? Oh wait, it does...

Ironically, so does your's.

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Fri 18 Jul 2014, 10:13:05
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Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: Introducing the higan library
CaptainJistuce wrote:
Kakashi wrote:
Why doesn't your avatar have a neckbeard? Oh wait, it does...

Ironically, so does your's.

I'm aware of the irony.

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Fri 18 Jul 2014, 10:15:30

Joined: Sun 23 Oct 2011, 07:00:26

Posts: 6
Post Re: Introducing the higan library
I'm working on a script to make Higan and XBMC (specifically Advanced Launcher) play nicely together. It's nothing special; just a shell script that takes the name of the original ROM and finds the corresponding file in the Higan library.

The NES portion works beautifully. It chops off .zip, adds .fc, and launches seamlessly.

SNES, however, is giving me some headaches. When a Super Famicom game is imported into the Higan library it doesn't simply change the extension, it also gives it an entirely new name (e.g. "7th Saga, The" becomes "The 7th Saga").

I downloaded the Higan source to see if I could find an obvious XML or database file with these new names, but no dice. Is there something inside of the ROM file itself that tells Higan what the name should be? Or is there a lookup table that I missed at first glance?

Tue 22 Jul 2014, 16:23:56

Joined: Fri 10 Apr 2009, 15:00:08

Posts: 13668
Post Re: Introducing the higan library
The database is stored inside ananke.

Tue 22 Jul 2014, 16:31:16

Joined: Sun 23 Oct 2011, 07:00:26

Posts: 6
Post Re: Introducing the higan library
byuu wrote:
The database is stored inside ananke.


Many thanks! I was digging around in "sfc" and "libco".

Hmmmm... from what I can gather it looks like the data is stored as a raw string which is then passed to a function which either converts it to an odbc database or an xml file (I've only just skimmed "nall"). The ROM itself seems to be identified based on registry values in the file. Cool.

This is gonna be fun. I haven't really worked with c++ since university (I latched onto Python in a big way) and I've been looking for a project to brush up my skills with.

Wed 23 Jul 2014, 08:37:40

Joined: Sat 11 Apr 2009, 01:26:03

Posts: 1983
Location: Australia
Post Re: Introducing the higan library
I thought I'd upgrade from Bsnes 0.87 to Higan 0.94 and I gotta say, can't way for the Library to support importing multiple files in a single operation. As is, it would be nice if it didn't change away from the Import Tab because it makes it quite annoying when adding multiple files. Clicking Import Game, select a game, choose Open, select Import Tab, select Import Game etc. is not that enjoyable.

Alternatively add a Import Game button to each game system tab instead of in it's own tab...

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Sun 24 Aug 2014, 12:04:49
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