So I'm new to emulation and retro arch and I'm wanting to add SNES roms and Super Famicom roms. I've been following a great tutorial to setup Retroarch and that is done but I'm a little unsure how to proceed. I have been directed to another great launchbox video on how to run SNES through Retroarch. It explains how to add multiple file types but my concern is that all my Famicom files are 7z and my SNES files are mostly Zip and a few are .srm and .src. One of the moderators told me that some emulators will run archived roms and others need to be unzipped. So I'm confused as to what to select when adding a system, in fact is there a list of systems that can be run as archived files and a list of what roms need extracting within retroarch?
First 7z or zip doesn't matter, both file types are recognized and handled just fine with 7zip which Launchbox uses to extract the rom files. The only time there may be a problem is if there are multiple files within the archive file, the first file will try and be loaded and if this first file is not an actual rom it may cause problems.
Emulators that directly run archived roms will be things like Mame, NeoGeo and some other arcade emulators where the rom archive contains several rom files and these should never be extracted, the emulator needs them to remain archived.
I assume some systems are archived to save disk space? So if we use Retroarch as an example, if files are present that are archived in most cases they don't need to be extracted to run? What is the reasoning behind extracting a file before running, than just leaving it alone. I'm just curious.
If you are loading a rom through through Retroarch and it is a zip / 7z file it will need to be extracted first. Launchbox will extract it to a temporary folder first, then load it and delete the temporary file after playing, all leaving the original compressed file alone. I believe Retroarch does the same thing as Launchbox but again I cannot say for sure since I have always extracted my files out.
So I got the Snes360 emulator from the web, transfered some games to the ROMS folder, copied all that to my USB stick and plugged it in the console. I tried both with XexMenu and the FSD file manager but when it reaches my roms it says failed. But the emulator is transfered on the hdd since I can run Snes360 from FSD. Am I doing something wrong?
I'm not sure what the problem is, however here is my suggestion.1. I would try and ftp them over. Sometimes when I try and move stuff between my usb and hdd it doesn't work, but have never had problems with ftp.Also, I know from past experience some emulators are stubborn when it comes to roms with really long names or unusual characters in its name. But if it isn't transferring any if the roms, that is probably not the case.Good luck.Sent from my Rooted HTC EVO 4g using Xparent Cyan Tapatalk 2
It seems that the problem was really caused due to the name lenght of the file. I renamed the files and everything copied just fine!Cannellizer and JPizzle thank you for your support, you have been very helpful!Cheers.
The Super Nintendo Entertainment System (SNES), known as the Super Famicom in Japan, is a 16-bit fourth-generation home video-game console released by Nintendo on November 21, 1990 in Japan. Just like with the NES, it was redesigned as the SNES and released one year later in August 23, 1991 in the US, retailing for $199.99. The redesign wasn't as drastic as as the original NES vs. Famicom, though the SNES version got a unique purple/pink color scheme for its controller's buttons, compared to the Super Famicom's red-yellow-blue-green color scheme. The PAL region uses the Super Famicom's console case and controller color scheme.
Batocera typically uses the Super Famicom's controller button layout when referring to generic controllers (A B X Y, Red Yellow Blue Green), however some may refer to them by their compass directions (East South North West, respectively) to avoid ambiguity with some other consoles.
RetroArch offers a Quick Menu accessed by pressing [HOTKEY] + which can be used to alter various things like RetroArch and core options, and controller mapping. Most RetroArch related settings can be altered from Batocera's EmulationStation.
bsnes was originally a SNES emulator started on October 14th, 2004, known for being more accurate to the hardware than other emulators at the time. Eventually the project started including emulation of so many other systems that the bsnes name started to become misleading, renaming the project to higan in 2012. Higan was forked in 2018 to revive the SNES-focused bsnes emulator from the project, more in line with how it was back in 2004. This standalone implementation has been 'libretro-ized' to work with RetroArch.
A fork of the 2018 bsnes that adds various enhancements including HD Mode 7 (F-Zero tracks rendered in 4k! Doesn't upscale the textures themselves, just increases the viewport resolution), Widescreen support (best with the aforementioned HD Mode 7, but can also work with traditional 2D games) and others.
A fork of Snes9x that includes some extra speed hacks to run full speed on weaker hardware, as well as including an overclocking option to increase FPS in games like Star Fox. This is the libretro port of it.
Also known as Snes9x 2002, Pocket SNES is a lightweight but inaccurate libretro core available only on weaker systems. Notable for the standalone version running (albeit poorly) on the GBA of all things. You can run this emulator in the GBA emulators!
There was going to be a disc-based add-on for the SNES just like the original Famicom's Disk System add-on. Nintendo was going to collaborate with the small and local but well-known hardware manufacturer Sony at the time, and despite getting far into the development phase, the project was cancelled due to licensing disagreements. I wonder what Sony did with that disc-based video-game console prototype they were working on?
Although a prototype unit was discovered and repaired, it wasn't finished and had severe limitations. The MSU-1 is a fan-made custom hardware specification to emulate what would be believed to be capable of the ill-fated SNES-CD. It's even compatible with a real SNES!
Of course, no commercial games have been released for the SNES MSU-1, but there have been romhacks and fan-patches that can utilize it. Place your patched roms into the roms/snes-msu1 folder to add them. They'll even get their own system entry (though most themes don't seem to support it yet), which you can group with the SNES system using custom collections. The PocketSNES emulator doesn't support MSU-1 patched ROMs.
The Satellaview is an attachment to the SNES console which allowed for the downloading of special edition games via a satellite modem. Games were only available for a limited time, and only stored temporarily in RAM. It is speculated that the majority of its once available content has been lost to time. It was released in April 1995, and the service for it discontinued in June 2000.
There are games which were never translated officially. Some talented people (this might include you) took these untranslated ROM images and altered them in a process known as ROM Hacking. They produced, in the end, a working English ROM (or whatever their language is).
But how would they distribute it? While Chinese ROM hackers don't care and just upload the translated ROM as-is, the rest of the world is another matter. Anyone doing this, especially ROM hackers since they're more... under the vengeful watchful eye of the publishers for the first legal slip, would be asking for legal hell. The ROM data is copyrighted data to the original company, and them not selling their product here doesn't mean they'll let someone pirate their games.
They upload just a patch. It's a file containing only the modifications, and nothing else. When applied to the original Japanese ROM, it produces the English-translated ROM the hacker has on their computer. Only a few megabytes generally, so very practical for sharing. This patch on its own is legal, it's meaningless without a copy of the ROM/ISO and hence harmless on its own.
In the early days of SNES emulation, headers were appended to SNES roms to help the emulator doing what it should do. However in these days, they're not needed and hence aren't expected to be included in ROMs nowadays.
The patch needs to be either on a headered ROM (with a header) or a headerless ROM (without a header). Readme file should clarify this. It's really important because if you get it wrong, the patch corrupts everything in-game.
IPS is a very common patching format for third and fourth generation ROMs. It replaces bytes at specific addresses in the file with bytes from the translation, so it's not suited to cases where the translation swaps huge quantities of data around (xdelta would be better) because then it would just include the data as-is in the patch and you might then as well distribute the ROM.
Due to how UPS and IPS work, assuming many patches alter different things (as in, they don't conflict and modify the same areas in the ROM) and work on the same base rom, you can apply them in succession. For example, a patch changing only the character sprites, and another changing only the text, should be okay to apply in succession. It's a very bad idea to apply two patches altering the same thing unless you know it's a fix (like a change to an ugly font or a nasty bug). Avoid applying in succession two patches which both change the programming and/or re-arrange the ROM contents (example: more than one fan-translation or hack) since they will conflict. Just use common sense.
Some emulators are compatible with IPS patches. You just need to put the untranslated game ROM in the same folder as the IPS patch, with both of them sharing the same filename sans file extension. When you play the game, the emulator applies the translation automatically during gameplay. Some of these emulators include:
Not all emulators support patching ROMs on the fly with IPS/UPS patches. Also, you might prefer a single ROM file with the translation. So you can do it the proper way and generate the English-translated ROM!
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