The ones that don't run :)What SNES games actually benefit from using RA instead of Canoe?
I think I only use it for Earthworm Jim 2 and Bust a Move. Some people prefer the scanlines, I think. Each to their own
The ones that don't run :)What SNES games actually benefit from using RA instead of Canoe?
Well, yah. ;) It seemed like people were talking about some games on Canoe having a problem, which has popped up occasionally since the initial testing.The ones that don't run :)
I think I only use it for Earthworm Jim 2 and Bust a Move. Some people prefer the scanlines, I think. Each to their own
at long last...Goemon 2 and 3 have been released.Untested on Canoe
Goemon 2: http://www.romhacking.net/translations/5353/
Goemon 3: http://www.romhacking.net/translations/5354/
edit: Both games seem to work fine with Preset 0000, didn't try DarkAkuma's official ID
2 AND 3!!! My goodness. A million Christmases at onceGoemon 2 and 3 have been released.Untested on Canoe
Goemon 2: http://www.romhacking.net/translations/5353/
Goemon 3: http://www.romhacking.net/translations/5354/
edit: Both games seem to work fine with Preset 0000, didn't try DarkAkuma's official ID
demi thats wierd on 3 it starts but then the initial splash doesn't show up other than a fragment of the purple line. Any advice?
That's probably why, I'll use an independent ips patcher later thenI am literally playing the game right now without issue. Make sure you patched your game right I guess. Are you using SFROM Tool? I do not use it, so cannot help with that.
I was asking about this in the Goemon thread, so thank you.Goemon 2 and 3 have been released.Untested on Canoe
Goemon 2: http://www.romhacking.net/translations/5353/
Goemon 3: http://www.romhacking.net/translations/5354/
edit: Both games seem to work fine with Preset 0000, didn't try DarkAkuma's official ID
demi thats wierd on 3 it starts but then the initial splash doesn't show up other than a fragment of the purple line. Any advice?
Ok then I got a few things to try then. That's odd though I thought i was using the first revision
Ok then I got a few things to try then. That's odd though I thought i was using the first revision
You'd think someone doing a translation would use the most recent version of a game, given they tend to squash bugs and the like.
Yep. If there's one thing I've learned since I started regularly applying translation patches a year and a half ago, it's to always check that the rom's CRC matches with the one listed on RHDN.
Since there's been renewed talk of Goemon -- and I apologize if this had already been answered in this thread -- is the first Legend of the Mystical Ninja working properly on SNES Classic?
The game always hung up and froze on me during the Sasuke kite boss fight. I've always had to use the password to bypass the fight and skip to Warlock Zone VI just to continue.
I've got the first on my Classic but I haven't given it a proper run yet, checking for that error sounds like a good enough reason to give it a go in the next couple of days. It's got the preset so if it that fixes the issue I probably won't run into it. I should also mention that it's patched with the SRAM save + "retranslation" that's available on Romhacking.netSince there's been renewed talk of Goemon -- and I apologize if this had already been answered in this thread -- is the first Legend of the Mystical Ninja working properly on SNES Classic?
The game always hung up and froze on me during the Sasuke kite boss fight. I've always had to use the password to bypass the fight and skip to Warlock Zone VI just to continue.
Well I guess I can share some boxart I prepared for these releases. Luckily the final logos weren't too far off what I'd already made. Rather than trying to replicate the logos from the translation patches 100% I went for a blend of the official Japanese box logo and the translated logo hence the "Go for it!" text is a bold white font rather than blue outlined text like in the patch.
Oh and since I was in a box designing mood I made some other misc boxes:
Oh and I know some people have wanted higher res versions of these. Well since they were designed to be shrunk down I've sometimes done things a little lazily knowing the size reduction will hide that + some assests are hard to find in good quality so they may not look as good as the SNES Classic sized ones. However, I've put some together on the Google Drive (you can also find all the previous designs I've posted before). Note that most of these will be European designs only cos those are what I work on, but I may re-create the NA equivilents in the future.
btwMy bad, I didn't know there was a separate thread just about those those translations. Didn't mean to completely derail, just wanted to flag it for folks here.
Typo, missing a. Umihara KawaseWell I guess I can share some boxart I prepared for these releases.
Derp. Thanks for spotting. Thank goodness that was a simple fix.
I have a folder for each platform and each have their hackchi in it. That way I never have to switch console in hackchi. Works for me.Is there any way not to lose games when I switch systems with hackchi?
After I did my megadrive mini I went back to the Snes Classic that I already hacked and all of my games disappeared, was replaced with the ones I used with Megadrive?
Can I sync the Classic with the PC without losing/replacing what's on the device already?
Something I'm missing, doing wrong?
The version from Masterfox linked in the article has a corrected header and is edited to play the whole game. I have that one running in canoe on the 3ds so it should work on the SNES Classic.
So Cooly Skunk is just the SNES version of Punky Skunk on PS1?
What's the coolyskunk_full.bs file on the github page for?The version from Masterfox linked in the article has a corrected header and is edited to play the whole game. I have that one running in canoe on the 3ds so it should work on the SNES Classic.
I might have. I'll have to re-IPS and try the other ROM I have.Did you use the 1.0 version of the ROM? 1.1 and 1.2 have issues with it.
Welp, tonight after playing something like 20 minutes worth of multiplayer Uniracers with friends using Sluffy's latest patch, eventually the music just froze
on a note that just kept playing until the end of the race, after which the game froze on a black screen and had to be restarted. Sounds like his patch had unexpected consequences since it was never tested enough...
Expected. Is this reproducible? Or was this a one-off occurence
Can you try the same thing without any modifications?