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License: GNU General Public License v3.0
SNES for the Analogue Pocket
License: GNU General Public License v3.0
Snes Super godzilla ntsc rom displays a line at the top of the screen. It looks like the display is shifted down a frame, the bottom of the screen is cut a bit short.
All current versions of pocket OS and agg23 software as of 9/30/22
Pop'n TwinBee: Rainbow Bell Adventures not working.
Works flawlessly on original SNES via flashcart, Super Nt, and various emulators.
The game loads fine but when you start to actually do an event, the game starts glitching. Unplayable.
Hey, first off, thank you for this core, it's a pleasure to play and it's running very well so far!
The first game I tried with the core was Chrono Trigger, and as soon as the pendulum showed, I started hearing some small sound cracks here and there. The kind of sound you hear when a sound is too loud for a speaker for example, but still there no matter if the volume is high/low. It wasn't due to any sounds in particular because I was hearing those even in total silence, for example when transitioning from the world map to the fair or the forest. (EDIT: Just attached a video where it did it in a percectly silent moment after rescuing Marle for the first time.)
I tried a bunch of other games like Turtles in Times, Space Megaforce, Killer Instinct, Castlevania Dracula X, Star Fox, some had very few of these stutters the first minute in, then were totally fine for the rest of the gameplay.
Before reporting it here, I tried Chrono Trigger again, and this time, it sounded perfectly normal, suggesting an intermittent problem maybe? (EDIT: Apparently even if it doesn't do it in the beginning, it seems it can happen later on. I had a two hours Chrono Trigger session and these are coming out randomly.)
I'm using a fairly old 4GB SD cart, so it could be this acting up, therefore I just ordered a new one to try it out and will report back when it. Adam asked to post the issue anyway, so here I am. :)
Another weird thing that happened is that when I tried playing Mortal Kombat II for a first time and my first match's second round ended with me having 3 face buttons mapped as 'block'. When I retried it later on the evening, it didn't do it. So another weird one!
Pocket Firmware: 1.1-beta-3
All the ROMs used on this were dumped from the original cartridges via the COPYSNES application on the Super Nt's latest jailbreak firmware.
Don't hesitate if you have any questions!
This is a quality of life issue, but many people will probably experience this. I have my roms organized alphabetically, but also by genre. So, when I was browsing, I first ran the Zelda rom from my Genre folder, saved the game. Next time I opened the exact same rom from the alphabetical folder, and it did not find my previous save. Had to keep selecting the rom from the same subfolder, otherwise it counted as a different save.
Currently there is no support for saves with the .srm extension, they have to be .sav
.srm saves work when renamed to .sav but it would be nice for people to be able to move saves around from other ways of play (emulators, SD2SNES/FX Pak etc)
Cannot get Super Mario Kart or Pilot Wings to boot on new update. After load status bar completes on either game, I'm just getting a blank black screen, no sound. Other games using the SA-1 and Super FX games running great.
Tested in super Mario world. When the user presses Y while moving, they should sprint, not jump. When I press the button that should be B, the user spin jumps (spin jump should be A) but B should be regular jump.
So A, B, X, and Y are mixed up.
Currently the 4:3 Display Aspect Ratio (DAR) is inaccurate to what a NTSC SNES’s video outputs. It should be 64:49 for games that have a vertical resolution of 224
Like the NES the SNES’s Pixel Aspect Ratio (PAR) is 8:7 in 256 horizontal resolution modes. The pixels are cut in half vertically in the high resolution 512 horizontal resolution modes - this give a PAR of 4:7.
(PAR)x(horizontal resolution/vertical resolution)=DAR
(8/7)x(256/224)=64/49
(4/7)x(512/224)=64/49
This is to my knowledge the only game not working on the SNES core. Only the Virgin logo loads up but then nothing more.
Report from https://twitter.com/MrPixelSynth:
In Mega Man X on Launch Octopus stage. There is this really weird high pitched audio noise sometimes when X is under water
He ran through the entire game and didn't notice any other issues.
Add a Core Setting to reset the core, same as pressing the reset button on the console
Disney's Magical Quest 3 Starring Mickey & Donald not working.
Works flawlessly on original SNES via flashcart, Super Nt, and various emulators.
Japanese title: Mickey to Donald : Magical Adventure 3
I've seen people getting this to load, but not having luck on multiple roms. What am I doing wrong?
When fighting Overdrive Ostrich in Megaman X2 he will occasionally shoot a sonic slicer at you from his mouth. Normally this will move towards you but on this core it just hovers in mid air.
Both games throw an error at startup, I assume it's CX4 related as X3 is missing the spotlight effects during the intro. Game continues to intro after the IMMEDIATE ROM - ERROR screen. I don't have the dock so I can't invoke the CX4 menu via secondary controller, only making an issue as CX4 was listed on the initial release of supported chips
After .smc file load it throw error "Error in FrameworkFile ID [10] File too large.
When attempting to use the core it shows the Atlus logo but after attempting both letting it play and pressing any button to skip, it leads to a black screen where no audio plays, not even a hanging note. Attempted to use both an English patched version and then unpatched version to same result, no saves or anything attempted to be brought over. The analogue button still works and allows me to quit out.
Text in Trials of Mana english rom (from Collection of Mana) appears scrunched up and almost unreadable. I assume this is due to the game using the high resolution mode (512*448) for text and the character select screen.
The game runs fine otherwise.
After .smc file load it throw error "Error in FrameworkFile ID [10] File too large.
I plan to play SMW hacks on AP.
Because of the difficulty, I need the save state function.
But it seems that AP’s Save State doesn’t work on OpenFPGA cores.
The individual games within Super Mario All-Stars won't load.
This also happens in the Super Mario World + Super Mario All-Stars edition of the game.
Legend of Zelda BS (MottZilla version) not working.
Works flawlessly on original SNES via flashcart, Super Nt, and various emulators.
If you use cpu turbo and choose reset core instead of load cartridge,
The save will be deleted.
i checked this happen with Ys3, Final Fantasy 6.
However, Ys4 was not deleted.
Perhaps if the glitch is severe, it will be deleted.
I noticed this first on some SuperFX games, such as Winter Gold (PAL). When you have Turbo CPU activated the game doesn't load up.
Game boots to either a black screen or a black screen with a line of pixels on top.
Using fresh rom from No-Intro (has no header) + Aeon Genesis 2.0 English translation patch, I receive the above issues.
This does not happen on a non-patched JPN rom, or using the older 1.0 translation patch. Also verified the 2.0 patched rom runs in BSNES/higan.
Original:
Patched (with 2.0 translation):
When fighting Morph Moth he instantly becomes a yellow box and on one of his attacks he just disappears.
Trying to run Castlevania - Dracula X, I get a blank screen after load, the when trying to quit the core, it won't exit and I have to hard reboot the pocket
System should support playing SPC files
This core recognizes Super Famicom ROMs, but it doesn't seem to recognize any previous Super Famicom save files. It only recognizes my SNES save files for some reason.
Please help!
The Legend of Zelda BS (Third Quest) ROM won't load whatsoever.
Legend of Zelda: A Link to the Past (Redux) not working.
This is a romhack that is ultimately the best way to play A Link to the Past.
It can be downloaded here: https://www.romhacking.net/hacks/2594/
Works flawlessly on original SNES via flashcart, Super Nt, and various emulators.
Tested with non-header version.
Pressing "Y" pauses the game and adds a 2nd player. It's almost as if "Y" is also mapped to "START" on a 2nd controller. But I'm only playing on the Pocket. I also tested with "Use Multitap" on and off, with the same results. I don't believe this issue existed in the previous build as I was successfully playing the game prior to updating to 0.3.0.
DoReMi Fantasy not working.
Works flawlessly on original SNES via flashcart, Super Nt, and various emulators.
Japanese title: Doremi Fantasy - Milon no DokiDoki Daibouken
If I do a quick reload of a snes rom through the "Load SMC" menu the save file will not be written properly. To get the save to stick I have to shutdown the pocket entirely.
Issue does not appear in the unpatched JPN rom, however after patching to english (via https://www.romhacking.net/hacks/3687/) the game will show the title, fade out, and then not proceed. You can hear the music very softly after so it seems to be getting stuck.
Affects 0.1.0.
It might be good if there was a way to exit the Load SMC menu without loading another game, ie. cancel that operation. As things stand you can hide the menu with the Analogue button, but you're still in the Load SMC menu when you press it again.
When I try to do sleep mode on my Analogue Pocket, it says it's not supported by this cartridge, and offers to power off instead. Is it possible to add support for sleep?
Game loads OK but when finishing the first level, the game locks up after the points/time bonus have finished counting down (Stage Clear screen). Cannot get past this screen.
This happens on release 0.3.1 with and without headers on the ROM.
It’s very faint, but, crackling and popping audio is audible and especially noticeable when listening on headphones. Noticed on star Fox 2 intro menu, and on Super Metroid.
Hey,
I tried a lot of roms and everything seems to be working really fine. The only issue I encountered until now was Lufia 2 (USA). I tried the rom on other systems and it worked. It boots up shows the publisher screen and disclaimer, then the screen stays black. Does anyone else have this issue or could check if it works on their pocket?
I'm happy to help and provide debug information or run some test cases.
Cheers and thanks for the good work!
Final Fantasy 5 with the English 1.10 translation patch doesn't load past the opening screen. During the opening sequence you can normally press the controller buttons to get to the load save/new game screen. However, as the opening screen fades out the music volume lowers but then stays playing as the screen goes to black and remains that way. You are unable to progress beyond this point. Japanese untranslated version loads fine.
Visual glitching when walking upwards with the main character in EarthBound: MaternalBound Redux.
The back of the head of the character shows pixelated junk glitching out when walking upwards.
Using latest Pocket firmware + latest SNES core release.
MaternalBound Redux Improvement hack found here: https://www.romhacking.net/hacks/4964/
Left and right audio channels are swapped:
https://twitter.com/persianimm0rtal/status/1571019074582491136?s=46&t=KzxF6VltiCglziCTXJnL_Q
First noticed it in legend of zelda:lttp, and star fox 2.
With the 0.3.0 SNES Core and B6 Firmware (9/28) I get the following error message when loading several versions of NBA Jam. (USA, USA Rev 1, and NBA Jam -Tournament Edition (USA))
"A device not supported by this program has been connected. Please use the standard controller only"
Does not reproduce on the 0.1.0 or 0.2.0 cores on either the latest or n-1 firmware and it seems limited to the 0.3.0 core. I haven't modified any files or settings but reset the settings anyway without any success.
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