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openfpga-snes's Issues

DSP Games Not loading?

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.

Core does not find existing save when running same exact rom in a different folder

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.

Kyuuyaku Megami Tensei is Crashing possibly.

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.

DoReMi Fantasy not working

DoReMi Fantasy not working.

Works flawlessly on original SNES via flashcart, Super Nt, and various emulators.
Japanese title: Doremi Fantasy - Milon no DokiDoki Daibouken

Romance of the Three Kingdoms II visual noise

For Romance of the Three Kingdoms II, there is a horizontal line across the top that does not disappear, starting in load up screen and remaining throughout gameplay. This exact rom does not display this line on Super NT or SD2snes.

A5FD07D6-5266-4E72-8F55-77D2FFC6D048

Device not supported error upon NBA Jam Launch with 0.3.0 core.

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.

Soft lock going back too many times in Load SMC menu

Affects 0.1.0.

  • Load core
  • Load game
  • Press Analogue button
  • Core Settings -> Load SMC
  • Press B, B, B to go back, back, back
  • Console is now soft-locked with the menu flashing on and off
  • Must hold down the power button to power off

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.

A, B, X, and Y Buttons are mapped incorrectly.

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.

Super Starwars fails to load after end of first level

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.

Lufia 2 (USA ) Anybody got it working?

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 English translation patch 1.10 doesn't load

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.

Pilotwings Glitching

The game loads fine but when you start to actually do an event, the game starts glitching. Unplayable.

Half screen issue

After updating to the latest version I now have half a screen on every game.
20220919_232225

PAL doesn't support multiple image heights

noticing some glitching at the bottom of the screen on a few games in the snes core, including Super Adventure Island and Zelda: LttP. Attempting to attach pics showing the issues

BFFB276B-CBE6-406E-8093-5135F1964A9B
13258000-F976-4B57-87B4-28482DFDCC05

Chrono Trigger

After .smc file load it throw error "Error in FrameworkFile ID [10] File too large.

Super Godzilla display issue

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

Sleep/Savestates/Memories support?

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?

Live a Live Eng Patch v2.0 translation loads to black screen

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:
original
Patched (with 2.0 translation):
patched

Startup error on Megaman X2/3 - CX4?

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

No .srm save support

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)

Megaman X2 Overdrive Ostrich

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.

Super Smash T.V. (USA) Input Button Mapping Issue

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.

U.N Squadron

After .smc file load it throw error "Error in FrameworkFile ID [10] File too large.

Super Famicom save 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!

Castlevania - Dracula X crashing core

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

crackling and popping audio

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.

Reset option

Add a Core Setting to reset the core, same as pressing the reset button on the console

Occasional audio cracking (intermittent?) + Mortal Kombat II having weird warped controls

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.)

received_5506292116072811.mp4

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!

The 4:3 display aspect ratio is not correct.

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

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