Bsnes tutorial8/27/2023 ![]() In fact, the only version of the program I've gotten to work with it is bSNES v060! And even then it suffers the same problem as when I try to run it on the SD2SNES.Ģ) SD2SNES doesn't play the MSU-1 music either! This is especially unfortunate since this is the platform I care about getting this to work on the most. Even using these examples as a template, I've been unable to get Higan to load my edited game at all. Just a few scattered example files that people have posted for various games. bml which seems pretty similar, but there still isn't any information I can find about what exactly is supposed to go in there. xml files, opting instead for a format called. Except we don't.ġ) Higan currently doesn't care for the Kawa document. At this point, assuming that our folder and files are named correctly, we should be able to run the game in Higan or the SD2SNES (or any other emulator that correctly implements the MSU-1 chip for that matter) and be able to hear a nice CD quality musical version of the fairy theme when we reach the file select screen. So, we take our hex editor to 00026E1C (04EC1C in LoROM) and start copying that hex in. RTL / This is useful if the rom is played on something which doesn't support the MSU-1. This just plays the normal non-MSU-1 song. LDA #$0B \ This code is only hit if we skip over the MSU-1 LDA #$03 \ We set the MSU-1 to play the selected track STZ $2005 | The MSU-1 won't play until we set $2005 LDA #$01 \ We set the track number to track 1 LDA $2002 \ Checks the first letter of the MSU IDĬMP #$53 |it should be 'S' which is hex 53.īNE #$13 / If it isn't, we skip over the MSU-1 code. Combining code from the section about checking for the MSU-1's presence and the section about playing an audio track, we get this assembly: The next thing to do is to convert the code in the Kawa document to something we can use. The first four bytes are a JSL jump to our unused space in the ROM where we're going to write our function, and the last byte is a NOP in order to not disturb the code around the hijack point. Here's the code I'm using presently to replace those 5 bytes: 22 1C EC 04 Together, the LDA and STA there already use 5 bytes, so we have to make sure our own code matches. We start at 0004F6A6 in the ROM (which is 09F4A6 in LoROM). So our first step is to jump to a subroutine at that location. There is some unused space in the ROM at 04EC1C where we can write our own function to play our music. This is the point where we need to hijack the code to play our own MSU-1 fairy theme. This plays the fairy theme at the file select. Another alternative is to use the bsnes core in RetroArch to get around some of the less-user friendly designs in higan.In Zelda 3, for example, at 09F4A6 in RAM (LoROM I think?) we get the code to load value 0B into the accumulator and then store that value to $012C. Version 0.73 is an older, but easier to use version of bsnes. Alternatives include Gambatte, VBA-M, and Nestopia. The others are very early in development, and are currently inferior to other existing emulators. Things like SRAM, cheats, input settings, emulator metadata get stored with the game.Īs of 0.95, both the bsnes core and gba core are accurate. Game folders were about accurately representing the game cartridge and its metadata. ![]() Higan is unique among emulators for introducing the concept of game folders. Air Strike Patrol is missing the shadow beneath the plane, which make the game harder to play. Uniracers works because it’s the only game that tries to manipulate OAM mid-scanline, and bsnes just happens to behave exactly the way that Uniracers expects. – Air Strike Patrol (USA)” and “Uniracers (USA)”. ![]() There are two games known to manipulate the PPU mid-scanline “A.S.P. Because Nintendo told SNES programmers not to mess with the PPU while scanline rendering was in progress, this has no effect in most games – but some programmers deliberately broke the rules and these games will have problems in the Balanced core. ![]() The main concession to performance in the Balanced core is the PPU (graphics) emulation – rather than render a pixel at a time as real hardware must do, it renders an entire scanline at a time. ![]() Use the Accuracy version for extreme cases or if you have processing power to spare. The Balanced version is recommended for modern PCs. Bsnes had 3 different versions: Performance, Balanced, and Accuracy. ![]()
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