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Custom "Jailbreak" firmware for the Analogue Super NT
Desired behavior is to have a "Controller Mapping" sub-menu under Controls & Hot-Keys, persisted per controller port. Background for this request is that RetroReceiver + 8Bitdo N30 Arcade Stick (DINPUT mode) has a mirror image button layout for face buttons. X is where Y should be and A is where B should be. Remapping would be delightful.
N/A not a defect
N/A
Not really an "issue" but if you copy over saves from something that uses the extension .srm, this firmware won't see them. Solving it is as simple as renaming them to .sav, but in the section of the documentation that describes where to put your saves, it might be worth mentioning this (or updating the firmware to check for both extensions).
garbled backgrounds in final fantasy 3 right after the fight with vargus. it goes back to normal after you go to another screen. using the original cart, not sure what revision it is.
im using the jailbreak firmware also
update: this has happened twice now, this time at the raft ride shortly after the fight with vargus
i also have the problem with the 4x scale making my screen smaller than what i set it to. if i turn the scaling off it pops back to normal then i can set it back to 4x
Create an issue template for this repository.
In the case of your project this could contain questions such as "whether the game was tested with original hardware as well?", "what kind of ROM was used (provide the checksum)?", the questions about most important Super Nt settings, etc.
Consult this with the dev behind the jailbroken firmware to see what other question would be useful.
Unholy Night when in a fight will randomly turn the screen into garbage. Once the fight ends, the graphics return to normal. On official firmware the game hangs before the title screen.
ROM DATA ROM CRC32: DF99025E
Have attempted to play with cartridge and game loads and plays, have not confirmed if the cart glitches as well
I know most of the more important issues here are rom related, but I got a crash while playing my Link to the Past USA cartridge using the JB firmware.
It happened after completing the first major dungeon - Eastern Palace. Got the speedy boots from Sahasrala, went south to Lake Hylia and got my fortune read by the fortune reader guy. Upon exiting the fortune teller's the screen just stayed black indefinitely. I have not been able to reproduce it.
Some ROMs I have encountered display messages detailing that the game will either damage the system or that the game pak is not designed for my system. I was under the impression that the Super NT was very friendly with the low voltage carts, and repo's on the market. I'm struggling to understand the issue with ROMs.
https://support.analogue.co/hc/en-us/articles/360000557452-Super-Nt-Firmware-Update-v4-4
v4.4 notes:
This is most likely a feature request, but I have yet to test out the jailbreak. Can roms be loaded from zip / 7z?
This has happened to me twice now, both times when entering a cave (but not the same cave). Restarting allows me to progress with no issues. I don't have a flash cart to test it to find out if it's an issue with the built in loader or a problem with the rom, but I'm guessing there's something different about the Randomized hacks. The rom size is increased from 1MB to 2MB. No crashes yet from playing dozens of them on BSNES through Bizhawk. I've played through my LTTP NTSC-U and J carts and didn't have that problem. I think my next step could be playing an unaltered original from a SD card if you'd like me to check out if there's any problems with that.
I know that hacks can introduce all new problems because of insufficient testing on the part of the hack author, but I have seen people play complete games without crashing on a SD2SNES using a original console.
I have an HDTV with overscan disabled, aka fill/full mode.
At 1080p resolution, height set to 1080 should fill the screen when the TV is set without overscan. However this isn't the case and height at 1080 will fill to where the edges where overscan ends.
This is weird and not the expected behavior I was expecting at 1080p resolution.
Set your HDTV to full mode (not 16:9), and increase height.
A new jailbreak firmware is available! Many thanks to those who reported bugs with the previous firmware.
Changelog:
Super NT video is not "totally accurate". Actual behaviour:
In zero-delay mode the super-nt is slowed down to 60hz instead of 60.0988hz. This makes all games run too slow.
In fully-buffered mode the super-nt runs at correct speed, but frames are dropped leading to jerky scrolling and increased lag.
In unbuffered mode the super-nt runs at correct speed, but exhibits tearing artifacts.
While the current behaviour is a good compromise to achieve compatibility with all HDMI TV/Monitors, a large number of HDMI TVs and Monitors are able to display slightly increased scan rates.
Proposal:
an additional HDMI mode close(r) to the 60.0988hz. It should not replace current modes but be an entirely additional optional mode for users with a compatible TV. Even if activated accidentally on not compatible TVs, it should not pose a problem as starting with Firmware 4.4 (JB 6.5) holding RESET while POWERING on reverts to a compatible HDMI signal.
Even if this is not achievable by increasing the HDMI clock, it could be achievable by reducing H-Sync/H-Front-Porch/H-Back-Porch and/or V-Sync/V-Front-Porch/V-Back-Porch values. Maybe a buffer at SNES resolution of a small number of scan lines (depending on picture position) might be nessecary. In the worst case the signal would be like that of the OSSC - but i am sure that the additonal control the FPGA and direct access to SNES video allows for an even better solution.
Affects all Firmwares upto and including 4.4 and Jailbreaks upto and including 6.5
Expected behavior
add a "Title -> Last ran rom" and a "Last rom direct" option under "Startup Options" menu
add a "Title -> Favorites" and a "Favorites direct" option under "Startup Options" menu
add a "Favorites" entry in the main menu and an option by pressing a button (start for example?) on any given rom in the SD file browser that would then show up in the "Favorites" entry in the main menu
then is could in turn be displayed like so : the "star" unicode/utf-8 character (★) in front of it.
(press a key like start to remove it from the favorite list)
could look like :
Run cartridge
Browse SD card
Browse Favorites
Super Turrican Director's Cut
Suuper Turrican 2
Settings
then once in the Favorites entry is selected it could look like this :
Favorites
★My game1 (J)
★My game2 (U)
★My game3 (E)
Not an issue just wanted to post the creation of a Super Nt Community Discord server.
That link will never expire. Feel free to share it.
It was created today (March 1st) so is still in the early phases of being setup properly. Would love some help with that if anyone has the drive for it.
Feel free to let KEVIN LEE know if you're one of the people behind the jailbreak firmware and I'll be sure to make tags for those of you contributing to the Super Nt community. The end goal is just to have a place outside of Github / Reddit / various forums to discuss the Super Nt and anything related to the hardware.
May as well get all of us in one location if we can.
problem was exhibited with video settings at 1080p60 and 720p60
set resolution and scanlines to normal then saved settings
Power system off/on and load game from SD to see there are no scanlines displayed
Bring up the menu in game and check setting, normal scanlines are selected. I can either toggle off/on or just confirm the currently selected option and then scanlines appear and the aspect ratio changes slightly.
Expected behaviour is recorded here: https://www.youtube.com/watch?v=9qHBVDgwCiI
It was tested by Revenant (its coder) "on a total of four NTSC and PAL consoles (including an early run SFC with the DMA crash bug)" and it worked on those.
Actual behaviour varies on settings (though the actual manifestation of the issue is seemingly random).
NTSC:
PAL:
Run the ROM and wait (soft reset if running in PAL mode for a faster crash).
TwistIT-by-Resistance-2018.sfc
sha1: 7725F0930E037815425CB27996B663CDC527D4A0
md5: E3DF9E43701B58F3D63EDB298C2CF8D8
crc32: 7AE94A13
Link to page where ROM can be found: https://www.pouet.net/prod.php?which=74656
SHA1: e1f96f63603f4d899ec8e29975d0cdf0170cde73
MD5: 87447e71a602b02797054a4d80349c20
Unfortunately I don't have a real cartridge to test against.
Various BS Zelda Hacks don't work via SD card
Using my Super Everdrive V2 with my Super Nt and latest JB6.5 I'm able to register a character and play the following 3 roms fine:
But none of these three roms work on the Super Nt if I load them directly via Browse SD Card. In all three cases on the character "SELECT" screen I'm presented with three already filled out options, all with the name "QQQQQQQQQ", with 6 hearts and and "30" (whatever that means). And when you select one of those characters you get taken to a glitchy screen (see screenshot below) as music plays in the background. At this point none of the buttons do anything and the screen remains static.
I was able to successfully save games, reset the system from the menu, then load the saves. However, now that I've turned the system completely off then on again, none of the games can 'see' the saves, even though the browser shows that they are in the correct directory.
Kev posted the following note, referring to his forthcoming update to the official firmware that addresses random crashes:
I think many of those weird random crashes are a result of the "fix' I did for mecarobot golf that is on the 4.1 firmware. I tinkered with the HDMA's and unfortunately it's possible for them to crash the system if things line up just right. ninja warrior just happened to cause it to happen nearly continuously, hence the game crashing if you pause or just let it run a little while. I did fix this bug (and a bunch of others) for the next release but I wanted to fix a few other things and add some new stuff before the next release.
http://atariage.com/forums/topic/242970-fpga-based-videogame-system/page-328#entry3967907
I'm not sure if this is possible for you to add to the system, but it would be nice if a notification appeared when a save game is saved onto the SD card and, similarly, when it fails to write the save game to the SD card. This may help resolve confusion over game save functionality when loading from ROM.
REQUESTED FEATURES
Additional "Integer Scaling Lock" tick box, perhaps in Width & Height options.
Ticking this box will allow you to switch only through the different levels of integer scaling that are available for your selected resolution, you would so this using the Start button. Almost like it is now in the Width setting but instead of integer scaling only changing on the Width slider, it would simultaneously also change the Height setting each time you move through the Width integer scaling pre-sets.
REASON
For people who are only happy using integer scaling, it means not having remember or search online for the correct vertical pixel count that you wish to use.
REQUESTED FEATURE
A quality of life option in Settings > System > Menu Options to hide the ROM format (.SFC / .SMC) while navigating an SD card. A simple On/Off switch would suffice.
REASON
It reduces the clutter in ROM lists and reduces the length of the ROM title.
Power Rangers Fighting Edition shows graphical glitches randomly during game play - mostly commonly during the character select screen, and game over screen. Sometimes when a fight loads, the life bars glitch and the game soft locks. Happens with an authentic cartridge as well as a ROM verified good dump.
Analogue released a new official firmware (v4.3).
Read very carefully this thread at Arduino forums, and you will learn why formatting the SD cards with OS tools is definitely not a good idea: Don't Format SD cards with OS utilities! SD Card Formatter mentioned in this thread is the official tool of the SD Association.
SmokeMonster himself should know how important are proper ROM dumps, so I don't need to explain why this is crucial.
Let's hope that these two little tips minimize the number of invalid bug reports.
Regards
I downloaded the .bin file, and saved it to the root directory of a freshly formatted 32GB SD card. I formatted the card using the "SD Card Formatter" application from www.sdcard.org.
After inserting the SD card into the Super NT and powering the system on, the power LED flashes red with an apparent pattern. The pattern seems to be "4 flashes, 2 flashes", which then repeats over and over. The screen never boots up while this is happening.
I am running the latest 4.1 firmware on the Super NT.
After loading a couple of roms the width and height will default to stock settings. Once I go back to the width and height option it then automatically reverts back to my custom settings.
If you're playing a game and press the "return to menu" hotkey, it takes you back to the file browser. From there, if you press "Select" you can return to the game. If you back out all the way to the normal Super NT menus, then re-enter the file browser, you're no longer able to use "Select" to get back to the game. The only way to get back to the game at this point is to go into the normal Super NT menus first, then dismiss them as you normally would, but this doesn't work in the file browser.
Samurai Spirits JP crashes after initial logo - sometimes cherry blossom animation shows for a fraction of a second before crash. JB load.
This one feels like a stretch based on what I know about how the Super Nt works, but it would be pretty amazing to be able to browse roms on an SD card by visually scrolling through the box art for each game.
Possible bug/glitch with Monopoly (from the SD2SNES pack, CRC matches), in two player mode, when getting a community chest card, the game appears to hang, with no way to progress.
Expected Behavior
Can proceed through a full game of Monopoly without issue, including when getting a community chest card.
Actual Behavior
Game hangs after receiving a community chest card.
This is a feature request to add support for dumping ROM and SRAM from the cartridge port to the SD card. Writing SRAM from SD to cartridge would also be tremendously useful (e.g. after replacing a battery).
I'd like to have a toggle in the menu that swaps the functionality of the physical power and reset buttons on the console. So if enabled, pressing power will cause a reset and pressing reset will turn the console on/off.
These two switches are the only movable parts on the console, and movable parts tend to wear out and fail over time. Nobody needs the physical reset switch, so if in the future the power switch fails it would be nice to be able to use the reset button instead.
Would it be possible to backup my personal cartridges to SD card using the Super NT? Maybe even handling a cartridge save management system too? I have a bunch of games that I would love to backup, and with a save backup I could replace my SRAM batteries knowing that I have a good backup of my SRAM on the Super NT.
Will this device / mod eventually support N64 roms? Is this even possible?
Expected behavior: User is presented with the confirmation dialog any time they bring up the menu while running a ROM.
Actual behavior: The confirmation dialog only appears if the menu is opened while in the SD card browser submenu. If the user has backed out of that menu into the main system settings, the confirmation dialog will not appear and it becomes impossible to write the save to the SD card.
You will not be presented with the confirmation dialog to write the SRAM to the SD card. The only way to get it back is to go back into the SD card browser and start another ROM (but by doing so, you lose your opportunity to save on the one you had loaded initially).
Any ROM.
REQUESTED FEATURES
REASON
User convenience, it's always useful to have backups of your settings once you've found the ideal configuration for a particular game
Hi,
is there a plan to add DSP Support in the Future ?
Thx
I haven't been able to get any game that uses SRAM to keep its save consistently. Every once in a while, switching games and returning to the prior game will show me the save I created, but most of the time the save is corrupted. This is easily verifiable with games that produce an error sound when they try to read corrupted SRAM, such as Dragon Quest 5, Dragon Quest 6, or Glory of Heracles 3.
Surefire way to reproduce:
Start Dragon Quest 5, and create a file. As soon as name entry is complete and you see the game start, open the file menu and select another game that also writes to SRAM. In this case, try Dragon Quest 6.
Do the same thing with Dragon Quest 6: do the name entry and create a file, then go back to the file menu and load Dragon Quest 5 again.
Error sound, save corrupted.
Player names do not appear next to jersey numbers when they should otherwise be present. Reproduces on the team edit screen, lineup, and during gameplay in the corner when a player is up to bat.
The issue does not reproduce when playing the actual cartridge on the Super Nt using the same jailbreak firmware.
NOTE: Images were captured in higan v106
and are meant to help illustrate where the issue exists when played on the Super Nt
.
Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).sfc
game from SD card using jailbreak firmware.Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).sfc
SHA256 checksum: F9F7A2DE8CBAFD6F9042841DFC42529F8245D75F436BED1C23F9BA1663182E61
(Matches value on byuu's SNES dump database.)
The term "1:1" used by the retro community commonly refers to pixel ratio (square pixels). Seeing this label, the user working with the community definition assumes square pixel simulation by utilizing the same multiplier in both directions (240x256 -> 1200x1280, so 5x in both directions).
However, the Super Nt's 1:1 setting represents an aspect ratio and makes height and width the same (1200x1200 display pixels), which doesn't simulate square pixels.
The expected behavior is that using the 1:1 setting would use the same multiplier for horizontal as used in the vertical height setting.
There was also some discussion about changing the label on this setting to something like "Simulate Square Pixels" since every other ratio in the UI (4:3, 16:9) refers to aspect ratio, making 1:1 a confusing label to those unfamiliar with its usage in the retro community.
Enable 1:1 in the menu with any vertical multiplier. Width will be set to the same display pixel value as vertical rather than an equal multiplier.
Affects all versions.
If the resolution is set to 480p, the 4:3 for 16:9 setting renders narrower than 8:7. It also seems that regardless of the screen size setting, the boot animation also renders narrower than it should as well.
So, a follow up to "saves have to be in .sav format," I created an sd2snes\saves folder, and put my .sav files in there. Later I checked the folder and found some .srm files in it, created by other games I'd played.
So... does what file extensions it recognizes vary based on what folder the files are in? This seems extra confusing, now.
So that people know the file was not corrupted, for instance, during downloading.
Game launches and plays
Game glitches and then hangs just after loading and displaying initial title screen
Launch game from SD card
5db804171fca42486485ed85e4afe45b29e6d01304bdf75d520bfc42429739e3 Samurai Shodown (USA).sfc
snt_firmware_verJB6.4.bin
Samsung Memory 64 GB EVO Plus MicroSDXC
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