Firmware v1.11.0 released
This release has been long overdue. In the past years things had become quite chaotic for me, and I have been able to achieve much less then I had anticipated to. In doing so I have not only let all of you down but KRIKzz as well. For that, I would like to offer my sincere apologies.
This release does not contain any new features with respect to v1.11.0b1 but some bug fixes and support for a new hardware platform (FXPAK Pro Rev. D).
FXPAK Pro Rev. D is a hardware refresh replacing the main controller due to supply chain issues. The new controller is roughly as powerful as the old one, give or take a few percent. While the CPU is basically the same, all the peripheral devices need to be programmed differently, and that is what makes up the bulk of the changes in this release while having no positive impact on the user other than maintaining the status quo. Ah well 🙂
All other parts, including the FPGA, remain the same.
Download here: https://sd2snes.de/files/sd2snes_firmware_v1.11.0.zip
Since the previous release was a beta, the following list of changes is compiled with respect to v1.10.3, not v1.11.0b1 so the rest of this post will be largely identical to the v1.11.0b1 one. New changes from v1.11.0b1 to v1.11.0 are listed at the top respectively.
The tribute screen for Near is still contained in this release, even if it has been a long time now. I wanted it to be at least in one official release.
Features added:
- First firmware release to support FXPAK Pro Rev. D
- [All] USB (usb2snes) support by RedGuy
- [All] save state support (via USB/savestate2snes) by acmlm, total, Myria, RedGuy, FURiOUS, ikari_01
- [All] stand-alone save state features by FURiOUS
- [All] some compatibility improvements and optimizations for stand-alone save states by ikari_01
- Add support for YAML list items for multiple savestate_fixes entries per game
- Add support for simple bitwise operations on savestate_fixes patches
- Add support for verbatim code execution on savestate_fixes patches – notably fixes Star Ocean (decompressed) save states (however the save state hook still needs CPU time optimization to prevent music glitches in Star Ocean.)
- Add IRQ support on top of NMI for the save state hook – this enables save states on Out Of This World and possibly other games that only use IRQ. Also fixes controller input capture on a number of games so the game-specific input hacks could be eliminated.
- Moved save state code outside of the USB hook area to make room for USB hook execution.
- [All] SGB support by Redacted173.
- [All] favorite games list by freelancer42
Fixes:
- [All] Fixed savestates crashing occasionally when loading (and sometimes saving)
- [All] Fixed Star Fox locking up during sortie sequence when in-game hooks are enabled
- [All] Updated FURiOUS’s Savestates Readme to reflect changes pertaining to In-game hook
- [All] Fixed data caching bug in MSU1 data extension which could cause wrong data to be streamed
- [All] Savestates: do not try to capture data that is already in cartridge space anyway (e.g. SRAM). Fixes text distortion in Near’s Bahamut Lagoon translation when loading a state.
- [All] Fixed YAML config parser to support comment signs after list start items
- [All] Fixed SNES open-bus contamination (fixes sprite flickering in Near’s Bahamut Lagoon translation, certain speed runs that rely on open bus behaviour)
- [All] (hopefully) fixed rapid data line toggling sometimes resulting in address line glitches, causing random crashes in extreme cases, and occasional garbled graphics on SMRPG among others
- [All] Fixed data integrity problems when loading BSX games
Known issues:
- Due to integration of the savestate handler into the in-game hook, the SNES CPU cycle cost for the in-game hook has increased. This reintroduces some issues when in-game hook+savestates are enabled, such as a corrupted Equip menu in Final Fantasy III/VI. I am planning to do an overhaul of the savestate code which will address this issue as well.
- When in-game savestates are enabled and set to the default button combination, pushing the buttons to temporarily or permanently disable the in-game hook will result in a crash. This happens due to overlap with the savestate button combination.
- When in-game savestates are enabled and the “load state” button combination is pressed, the handler will try to load a state even if no state exists yet for the current game. This will lead to a crash and sometimes results in a still image being displayed from a previously played game’s savestate.
Usage Notes:
SGB
Note: SGB support requires at least two additional supplementary files:
- sgb#_boot.bin: The internal boot ROM of the SGB-CPU
- sgb#_snes.bin: the SGB BIOS ROM that runs on the SNES when you use the SGB.
- ‘#’ in the filename is replaced with a 1 or 2 depending on the BIOS version you select in the SGB Settings menu, e.g. if you select BIOS version 1 it will look for sgb1_boot.bin / sgb1_snes.bin.
- The status of the required files can be viewed on the System Information screen.
- SGB In-game hooks and save states only work when the files match known samples.
- Please also refer to README.SGB.txt in the sd2snes folder.
Save States
Important notes:
- Save states are currently only available on games that do not use expansion chips.
- Save states are not currently expected to be fully compatible with 100% of games. If you find a game that does not work with save states, please report – I will be working to improve compatibility.
- Save states do not include the state of the SNES’s audio subsystem (APU) due to technical restrictions of the SNES hardware design. Therefore music, sound effects, etc. will remain unchanged after loading a state. Some games maintain close synchronisation between game logic and APU state, requiring (usually) a 1-byte patch to bring them up to date with the APU. These patches are maintained in the file
savestate_fixes.yml
. For anyone proficient in debugging SNES games who wants to add their own patches, possible formats for patches are outlined in the file. - If you succeed in making a save state fix patch for a new game, please share it 🙂
- To use standalone (non-USB) in-game save states, “In-game hook” must be enabled in the “In-game Settings” menu, and “In-game savestates” must be enabled in the “Savestates Settings” menu.
- Please also refer to README.Savestates.FURiOUS.md in the sd2snes folder.
When the “Savestate slots” option is enabled, one of four save state slots can be selected in-game using a button combination.
“Load delay (frames)” is used to set a delay after loading a save state before returning control to the game. This gives you some time to let go of the save state buttons and get your fingers back into the normal playing position.
Save states can be saved and loaded in-game using button combinations on controller 1:
Buttons | Function |
---|---|
Start+L | Load state |
Start+R | Save state |
Select+D-Pad | Select save state slot |
NOTE: In-game Savestates button combinations can be overridden per game. Please check savestate_inputs.yml
for any entries if the usual buttons aren’t working for you on a specific game.
Using the D-pad one of four save state slots may be selected (Default: Slot 1):
Buttons | Slot number |
---|---|
Select+Up | Slot 1 |
Select+Right | Slot 2 |
Select+Down | Slot 3 |
Select+Left | Slot 4 |
Favorites List
The favorites list can be viewed from the Main Menu (X button).
To add a game to the favorites list, simply navigate to it in the file browser and press Y to pull up a context menu that displays actions that can be performed on the current selection. (Right now this menu only contains a single entry – “Add to favorites”.
To remove a game from the favorites list, open the “Favorite games” list from the Main Menu, select the entry to remove, and again use the context menu (Y button) and select “Remove from favorites”.
Reporting issues
Please report any issues preferrably on Github, or in the comment section, on Discord (#fxpak-general), or Twitter (@orzvektor).
Nice.
Thanks for the new release, Ikari.
Awesome!
Thank you!
You certainly did not let us down! Real life always comes first. Thank you for this great release!
Wow. After so much time, a new firmware! Downloading now.
Nice work, thank you very much! 🙂 Please keep Nears tribute always in there! 🙂 I am sure nobody has a problem with that!
Speak for yourself.
I think it’s fine for an official release, but let’s face it:
Unless you knew the guy personally, nobody cares. People just want to play their SNES games.
Yeah I agree to some extent. Byuu did a lot of good for the snes emu community but unless you knew him I doubt it matters. At the same time, Ikari can do whatever he wants since he is putting in the hard work.
I didn’t say that Ikari isn’t supposed to put Near’s name into every new firmware release. I said that it’s hypocritical to mourn over the death of someone you didn’t even know in person. Anyone who wasn’t close to him and pretends to care is just a Hypocrite. If anything, I find it despicable that people pretend to care about someone’s death just because this person was useful to them.
Have you ever heard of courtesy, respect and gratitude?
Have you ever heard of being real?
I guess not.
What a bitter, sad viewpoint you express in your comment. So either you’re being deliberately inflammatory for the sake of schadenfreude alone, or you are the most tragic, miserable figure in existence.
You don’t need to personally know someone to feel sadness at their passing, and you don’t need a reason to extend a little kindness and sympathy. Be better, in all senses of the word.
Nah, I’m just not enough of a Hypocrite to bullshit people into believing that I cared.
I guess you just lack a sense of being frank.
Have fun playing your silly, little games from the last millenium.
Didn’t even know the guy, yet feigns sympathy… you are not the clown, but the entire circus. Everything needs a good reason. Especially when it comes to things like these.
Tone it down.
Or else what?
I don’t care about a dead guy I don’t know, much like anyone else, that wasn’t close to him. I get that your relation to Near is a different one. Doesn’t mean that I bullshit people, like the other hypocrites do.
Take it or leave it.
Cunt.
Thorbs, I don’t think you understand the personal contribution Near made to the scene, to make all this amazing magic happen. Yes, we enjoy playing our old games. And new games don’t seem to matter so much once you reach a certain point. And yes, I understand that Near didn’t seem to mean that much to you. But you have to understand, Ikari is an unparalleled wizard, much like Near was, and he’s giving us all something we would never have otherwise. We are all unbelievably thankful for that. And it deserves respect. Thanks for all you do for us… Read more »
“I sure wouldn’t be playing MSU-1 games on original hardware without him, if my understanding is correct. ”
Wouldn’t be playing MSU-1 games at all. Near was the creator and original implementer of the MSU-1 concept and spec.
He was also a friend, and I miss him.
Thank you for this release!! Now I can play these hard Rom hacks with less frustration and ease!! God Bless!
I’ve got a bug with d4 patch with this release but it work with the beta.
D4 patch doesn’t work with this release.
Which sd2snes/FXPAK do you have? Which region is your console, and can you give an example of a non-working game?
EDIT: Never mind, found your GitHub issue 🙂
Hello,
With the issue186-try2.zip firmware patch, everything is working ok, region patch, video mode, cic ehanced mode, even the led are working again.
Thanks mate. Outstanding job as usual. I would like to be able to program a bios for tengai makyou zero for the community but since i amd not able, ill leave it for the pros
Thank you for the update, and here’s to a much better 2023 for you!
Thank you! <3
I reported 2 issues for the Beta 1 release, but it seems neither of them were addressed in this update.
1) Short burst buzzing sounds when switching MSU-1 tracks
2) Long 8 second delay when booting up a ROM
Reports here: https://sd2snes.de/blog/archives/1157#comment-992382 and https://sd2snes.de/blog/archives/1157#comment-992391
Just tested this new firmware, but the problem with the savestates still persist in my case. I am testing with In Game Hooks off (Start + L), and nothing happens. If I activate In Game Hooks, then when I try to Save the state with Start + L then I find again the black screen, only the audio works.
Not sure at all if I am doing something wrong.
Thanks in advance for your help.
Start+L loads the state. There is a known issue (see blog post) that when a game has no state yet, it will load an invalid state and crash 🙂 Please try saving the state with Start+R first, then load it with Start+L.
Yes, now it works! Thanks a lot
“…I try to Save the state with Start + L then I find again the black screen…” You have it backwards, I think. “Start + L” is for loading a save state. If there is no state saved then you’ll get a black screen while trying to load an empty save. You want to press “Start + R” to save, and then press “Start + L” to load. An easy way to remember this is that “L” is for “L”oad, and “R” is for “R”emember (save). I hope this helps! I could be wrong and your issue lies elsewhere, but… Read more »
There is a noticable delay when using an MSU-1 and starting a ROM. It is significant enough to prevent my cart from being useful for competitive play unless I do not use an MSU-1 pack. After talking with some others, this delay isn’t present on older firmwares, but my cart is the new version requiring this firmware. Example: https://youtu.be/yzdRmiK9DVM
The game scans all MSU1 audio tracks beforehand. Since I added some rules to allow for auto SRAM saving with MSU1 in 1.11.0b1 (and somehow totally forgot to mention it… ^^;) it takes the opportunity of an MSU1 track change to check for SRAM changes and save if necessary.
The original MSU1 conception never ruled out a physical CD drive as an audio medium, in which case the seeks probably would have been much slower than they are now even with the save checks in place. Anyway I will see to optimizing the seek times for an upcoming fix release.
Ty ikari, I appreciate it!
Thanks Ikari. I also tested this patch but it looks like the data streaming issues you fixed didn’t help in this case. I wish I could help address this but thanks for your ongoing work! https://www.zeldix.net/t2002p250-killer-instinct-arcade-mega-patch
Yes, this does multiple SD card seeks per frame and will need special optimizations. I have some ideas for that.
Feeling obligates to report since i commented on the beta and I have RevD. For me everything is working well now! Saves states work perfect, only sometimes audio is silent efter a quick save and load. Nothing big that I care about really. No more crashing and the cart is super stable! 🙂 The other problems I reported with lag combined with scanlines on SuperNT happened to be my TV that I didnt think of since game mode etc was still on (SamsungTV that tries to by smart…). The reason I didnt have the problem with my old SD2SNES was… Read more »
I’m happy to hear that! Have fun!
There are DKC1 files that are mislabeled in the “savestate_fixes.yml.” The checksum listed for (dkc1 v1.1 US) is actually the checksum for (dkc1 v1.2 US). The same error is present in the “savestate_inputs” file.
proper checksum fix for each dkc1 version US is:
EF80: 000000,2140 # dkc1 v1.0 (US)
D17C: 000000,2140 # dkc1 v1.1 (US)
2BCC: 000000,2140 # dkc1 v1.2 (US)
You’re right, the checksums are indeed wrong. Thanks for finding out!
[…] ●FIRMWARE V1.11.0 RELEASEDhttps://sd2snes.de/blog/archives/1261 […]
It’s showing as Version 1.11.0b1 in System Information, is that correct?
Thank you fro this firmware !!
Does this firmware work on the old SD2SNES (before FXPAK)?
Same question as Marcus – does this work with old models of SD2SNES?
Yup
Amazing work! Well done.
thank you for continuing to support this great product!
Thank you, for the great work. This is just awesome.
Just reporting a bug. The Dragon Quest 5 Translation patch has an issue with Save States. Whenever you load a state the game freezes when you take basically any action, whether that be selecting a menu option, talking to someone, changing screens, etc. Makes using Save States with this game impossible.
This has been a problem since Save States were first introduced & is still happening now. Hope this can eventually be fixed as doing the Casino is impossible without Save States or tens of hours of grinding!
do you think there will ever be a time when we can save MSU1 games the normal way without a work around? Or will it always require the extra steps?
It is possible in theory as long as the data extension is not used. I already have some rules in place so it will save when the audio track is changed. However there is a brief pause in playback. It should even be possible to check the SRAM contents in tiny chunks successively while audio is playing, but for saving there would inevitably be an interruption in playback, and I’ve already gotten some complaints about the “tame” version of it 🙂 So not really sure which way to go about this. I’m leaning towards going all-out on autosaving, then make… Read more »
Save States still crash Captain America and the Avengers 🙁
Just confirmed this using Super NT & 1.11.
You can report this issue in github link above, if it’s not already there.
OK, for anyone confused about enhancement chips, here is the information I have. Only SPC7110 is still needed to play English translation of Far East of Eden Zero (Tengai Makyou Zero). **HAVE TO FIND YOURSELF** BS-X memory map / Satellaview base unit registers (clock) DSP-1/1B – Have to find DSP-2 – Have to find DSP-3 – Have to find DSP-4 – Have to find ST-010 – Have to find ST-011 – Have to find ST-018 – Have to find Sharp LR35902 – Covered sgb2_boot.bin & sgb2_snes.bin **SUPPORTED NATIVELY ON FXPAK PRO FIRMWARE** Cx4 MSU-1 (USED FOR ENHANCED MUSIC) S-RTC OBC-1… Read more »
I’m having lots of fun with my FX PAK PRO but for the life of me, I can’t seem to get Super Mario Kart to work and I’ve tried all the tricks in the book. Where do ppl go when needing assistance? Thanks in advance
I do love that save states are working but I noticed if I die and reload my save state I have no sound. I have to start the map and then load the save state. Will this be fixed in the future?
Hello, Ikari. I hope you are well
I noticed a “bug” or failure in savestate.
Not all games work, is this to be expected as it’s still an implementation under construction?
For example… super street fighter the save state works, but in Donkey Kong Country 1 it doesn’t work
Hi. I maybe just discovered a bug that was not in the Beta.
If I start a PAL game with the enabled SuperCIC feature it does not switch to 50Hz anymore. The LED on my SNES turns green (what normally indicates 50Hz) for just a millisecond and switches back to red/60Hz then. The game starts in 60Hz then of cause. But with the same settings and several games it works every time on the beta.
Yes, this was probably a new one; can you try the firmware files attached in https://github.com/mrehkopf/sd2snes/issues/186#issuecomment-1434480057 ? They should fix the problem.
Yep, I can confirm that the issue 186 build fixes that problem for me. Pairmode works again. Thanks!
Hi Ikari, thank you for all !
The link to the discord is broken !
Oops! Should be fixed.
Noticed a Bug while playing Final Fantasy II. If I have In-Game savestates set to ‘on’, it will occasionally skip dialogue. While you can get around this by talking to NPC’s more than once, this will often leave out sections of ‘cutscene’ text that you can’t listen to again. Probably worth mentioning that I’m on Firmware v1.11.0.
With this new firmware msu1 roms with video don’t work for me. Zelda, Road Blaster, Chrono Trigger, for example. with 1.10.3 everything works perfectly.
Did you use the menu.bin or m3nu.bin from your previous firmware? It will not work because it contains a lot of code, not only the theme. If you want to take your theme to the new firmware you can use the theme updater: https://sd2snes.de/themes
I’m aware this is inconvenient, sorry about it. I will move the theme to a separate file in one of the upcoming firmware releases.
Ah, thanks for detailing the problem. I guess video runs for a short while maybe, then starts glitching with crazy colors? There’s a known bug that I am fixing for the upcoming release.
Any predictions for “Tengai Makyou Zero”(SPC7110) support? thank you very much.
Super Mario Kart not working. Freezes during the Nintendo logo.
See https://sd2snes.de/blog/faq Q3.
Hey, ikari, is there anything in the code for SGB support that could prevent a non-OEM controller from working with it? Or some config in it that could somehow disable input? Because I’ve tried v1.11, v1.11 beta and v1.10.something firmware and everything works fine, except SGB games. I tried a few SGB BIOS (sgb1/sgb2 bin files) from different places, but controller input is not working for me at all. Every GB/GBC game that I tried boots just fine, but I can’t get past the start screen because the buttons don’t do anything. Am I missing something?
As far as I know there isn’t anything like that. When the GB game is running, do you still have access to the Super Gameboy features, like changing colors or opening the SGB menu?
Could be that your controller somehow isn’t compatible with the way the SGB BIOS itself reads the controller.
Does anything change when you disable In-game hooks in the “SGB Settings” menu of the FXPAK?
Hello,
I have received my FXpak Pro rev. D last January, and it works flawlessly, except for Kirby Super Star.. which lags very noticeably in the intro(audio gets out of sync), and occasionally during gameplay.
The rom is the American version, and it’s running on my PAL/NTSC switch modded European SNES, in NTSC mode of course.
What could be the problem, the new hardware, firmware, or my SNES?
It turned out to be the new firmware.
Ikari has a fix in the discord.
Awesome! Is there SPC7110 support planned yet?
Hi all
First, big thx to ikari for his awesome job !
And a little question, the v1.11.0 is the very first firmware for the rev D of the fxpak pro.
Did a New version with all the correction stuff came at the horizon ?
Hello, I would like to report that save states do not work fully with Goof Troop, and Goof Troop ROM hacks. What I mean by “fully work” is that the state will save as usual, but when it comes time to fight a boss, after using a save state, the game will hang on a black screen while transitioning into the boss battle. I believe it has something to do with the sound change, possibly, because after using a save state in game the background music still plays, but the sound effects are missing. I know that save states in… Read more »
Hello, I comment that when playing the Mario Kart rom with the latest firmware, the game freezes on the NINTENDO logo, I don’t know why, but with version 1.10.3. it was going perfectly. It should also be noted that, with the latest firmware, little noticeable waves are seen on the screen that were not visible on the screen in the previous firmware. Thanking for your response.
Make sure you keep the DSP ROMs in your sd2snes folder when you upgrade the firmware.
Not sure about the waves, it would depend a bit on the revision of your sd2snes/fxpak.
Hi Ikari. I have a weird issue that I wanted your feedback on. I purchased a Hyperkin Supa Retron HD which is a SNES clone console. I am also using the SD2SNES with it. It appears that everything works flawlessly between the two, except MSU-1 FMV playback. The picture quality is garbled with multiple colors but no video actually plays back, there is sound however. MSU1 music games works as expected, as well as special chip hacks/everything else I have tried on it. Do you have an idea why there might be a problem with FMV garbled playback? Those same… Read more »
Maybe your micro sd card is have a bit slow transfert rate ?
I have some msu1 game issue like super road blaster ( sound ok, little square graphical glitch )witch is very sensible with light transfert rate. i solve it with a better micro sd card.
I precise that i play on a true pal snes just modded with ffviman switchless mod
Thank you for the reply. I don’t think it’s the speed of my SD card per se because it seems to work fine on my Super Famicom with anything I run on it/throw at it, including fmv video flawlessly, minus the sound buzzing issue which I believe are due to failing capacitors if I had to guess. Now Im starting to think that it could be a timing issue difference between the Supa Retron Clone console and the Super Famicom, not really anything to do with the SD2SNES or SD card, unless a faster SD card will make a difference… Read more »
Yep it should be a timing issue, it could touch the limite between the true hardware and the retron hardware.
Ikari what do you think about it?
I’m not entirely sure, could be that the Retron does something differently on the bus so the sd2snes can’t detect the MSU data read properly. Does anything else change except the background color? Are any (glitched) graphics visible or is the picture just one color? Do the graphics change or just the colors?
I ordered a Supa Retron to check it out myself but it will take a while to arrive.
Greetings Ikari. The best way I can describe it is that it looks like glitched out graphics with different multiple bright colored blockyness/lines across the entire screen, and its not solid or stationary. There is some movement going on with the garbled glitchy graphics. I just can’t make out any video playback but can still hear sound. Assuming they didn’t change anything with the hardware on the unit you purchased, I would assume you will experience what I am talking about when testing. Overall, I think it’s a good clone console and I like the fact that it has HDMI… Read more »
Good evening. Is there a discord for the sd2snes/fxpak pro? Thank you.
Hi, I love the update, im running on a legacy sd2snes cart and its working great.
I would like to know do you think you’ll bring a cheat menu to future firmware where you can manually enter codes? That would be great, ive tried several of the guides to get them working in sd2snes cheat folder from gamehackingorg but for the life of me can’t get any to work..a menu would be amazing to manually enter cheats.
You do great work thanks for the amazing firmware update.
I am not sure how to use this feature either. There is a lack of documentation, or at least it is hard to find
would this help?
https://workupload.com/file/EZAj7gNvJVR
it’s not an official manual, but i don’t think ther actually is an up to date manual.
hi ikari how have you been
I want to ask you how I can activate the cheat codes for super gameboy games.
Is it the same as with the snes games?
Hi, I want to report a small bug. A hack rom (translation french) of bahamut lagoon don’t work on my sd2snes. I have the 1.11 firmware. This rom is 100% finished, and they created a special software for the translation. The link : https://www.bad-company.fr/fr-fr/traductions/super-nintendo/bahamut-lagoon/
Though, an another translation of this game, outdated, and not 100% finished, works on my sd2snes.
Could it be the software used that causes the issue ?
Is there a solution ?
Thanks a lot.
Hi! I can check it out – but there is a chance that the patch only works on emulators. Especially older patches (which the software seems to be based on?) often are tested on emulators only.
I just got my FXPAK Pro and it is awesome. Thank you for all the work!
That being said every game that has piracy protection is being triggered. I can’t play Super Punch Out (only lets me play first circuit), DKC2 (doesn’t let me finish level 1) , and Top Gear 3000 won’t even start. Along my own back ups I’ve tried every version I could find to no avail.
Hi, thanks for you kind words! 🙂 Top Gear 3000 requires dsp4.bin (easy to google), make sure it is present in your sd2snes folder. (Same goes for Pilotwings and Super Mario Kart among others, they require the respective DSP ROM files that we can’t distribute with the cartridge) How does the DKC2 problem manifest? Does it jump to an anti-piracy screen during the level? If you have game versions that match your SNES’s region, please try turning off “Auto region patch” in the Configuration->In-game Settings menu. In case of a slot connectivity issue it might lead to unintended patching of… Read more »
beatmania GB2 sound cannot be executed normally
Do other Super GameBoy games work proper?
For SuperGameboy normally bypassed the sound processor of the super nintendo.
Did you test both Super GameBoys? (timing is slightly different in Super GameBoy 2)
have you setup the Super GameBoy as described?
I tested both Super GameBoys,other Super GameBoy games work fine
beatmania GB2 if play it,will be freeze
Sorry for my bad English
Does the rom work on other emulators without errors? (just to rule out bad rom dump)
the rom Works fine on consoles
ooh found something about the game on some consoles got timing problems (like on the gamboy advance).
since this cart doesn’t work like the real super gameboy but comes as close as is, maybe that could be related
I have installed the latest firmware on a 64gb SD card formatted to FAT32 but I only get “/sd2snes m3nu.bin not found!” at power on… is there a fix?
Hi! I’ve gotten a number similar reports a few months ago but it has been hard to put a finger on it. Now I suspect it has to do with the way the card is partitioned (assuming you are 100% certain that the card really is FAT32). FXPAK will not detect a file system if the card has a partition table of type GPT (which is relatively uncommon for SD cards but seems to be becoming more commonplace lately). Only MBR or raw filesystem (no partition table at all) will work. How to check for the type of partition table… Read more »