I've tried to play patched roms, mostly games translated into english from japanese, and I've noticed some work and some do not. Dragon Quest V and VI work fine but sometimes games don't load up (the ladder turns green as normal but then I get a black screen) even though they do in an emulator (zsnes). For example FFV, Live a Live, and I think I tried a dragon ball Z game. This is not true of all Squaresoft games as Seiken Densetsu 3 did load. I've been getting a lot of the patches from romhacking.net and I search for completed snes translation patches. I think one time I patched a rom with a b1 (which is weird because I read that meant bad dump or something) on it or something and that worked and one time an f1 worked but not always. A new translation just came out for a puzzle game called Mahou Poipoi Poitto and the game loads but then the title screen is all messed up for some reason kind of like the dual blade shrine in Lufia II. Then it crashes on the menu when I press start (black screen but I hear music but nothing happens). The japanese version works, though. When I got mine upgraded with the dsp chip I got an instruction book with it and it did mention that it may not be able to play hacks, so I suppose it's hit or miss? I also read a thing about pilotwings needing to use the f1 (apparently a "fixed" rom) and that worked on maybe one game but not others including this puzzle game (same thing happened). Any suggestions to get them to work? Or is there a reason why for some reason they don't work? Is it possible we could add support to this in the future? I think that's maybe the coolest feature is that we can play games in english on the snes that weren't officially translated on the snes or I can play the european version of Lufia II without any modding.
Not all translation patches are tested to work on the real hardware, many of them will leave the rom with an incorrect checksum and things like that which will make it not work on the real hardware. You may wanna use a tool like ucon64 or something to perhaps fix the checksums and/or headers and try again.
that didn't really work for me but I found something else called ipsandsum on romhacking.net and I'm gonna try that. It did say the puzzle game had a badchecksum and I had it fix it so I'm gonna see if it loads. . . the puzzle game is still glitched out =( I guess there's something else wrong with it. I'm definitely gonna go through and try this with those roms which didn't load at all, though. other game still won't work =( do I need a header? ok I put headers on the dbz game and live a live and fixed their checksums using that program and still no luck =(
Test the games on the emulator BSNES. BSNES is alot more accurate than ZSNES or SNES9X. But as Viper said, many translations were developed by those without options to test it on real hardware and only work on broken emulators like ZSNES. Nothing can be done unless another hacker or the translation group fixes the problems. It is true that DSP being enabled for games that don't need it may cause problems with some games. Does EverDrive not have control over enabling or disabling DSP?
You'd have to ask KRIKzz. If EverDrive controls if DSP is enabled or not, it won't be a problem. Chances are the problems with the games are all translation related. Final Fantasy V expands the ROM size but does not alter the internal header to reflect this. On Copiers like the GDSF7 this results in only some of the ROM being readable and when it trys to use parts that aren't it will crash or have garbled text or graphics. Or maybe that was Final Fantasy 4 or perhaps both. The problem comes from emulators not relying on the internal information for loading the same way Copiers and Flash Carts do. If you list the exact games that don't work including the translation patch used, I may be able to look at them for you and give you something to try to fix them.
the following are games that do not seem to load for me on the super everdrive and I've even tried using IpsAndSum to fix the checksum for some and this other program called tush to add headers but it doesn't fix anything. The patches I use are on romhacking.net if you search under snes fully playable english translations: http://www.romhacking.net/?genre=&p...ge=translations&transsearch=Go&title=&author= Dragon Ball Z Hyper Dimension (oh wait never mind it says it uses the SA-1 chip lol that's why) Final Fantasy IV Final Fantasy V Live A Live Madou Monotagari Magic Poipoi Poitto
Here is a set of patches that will fix atleast some of those games. http://www.megaupload.com/?d=FC556EE9 Read the included readme.
I think I put a header on the games using that tush program so I guess I'll try the header versions. Wow did you make these patches? You sir are a god ^^ I guess go back to a clean rom and patch them with the translation patch and then use your patches? I'll try that and see if that works. Oh I noticed it doesn't fix the checksum. Should I fix that too? Fixing the romsize didn't fix it. Should I fix the checksum now? Hopefully the order doesn't matter. Ok I applied the translation patch to FF4. Worked in ZSNES. It has a header according to tush. I applied the right patch you gave me, then I fixed the checksum, now FF4 crashes on a garbled mess lol. I guess I'll try the other ones. FF5 works! Live A live works! idk maybe you see if you can get ff4 to work?
Three things: 1) Pay attention to the patch readme files which tell you if the .ips patch requires a 512 byte header or not. This is a copier header, 512 bytes of mostly zeros at the start of the file. The IPS patcher will work and succeed regardless, but if there isn't a 512 byte header on the file and one is required by the patch, every byte patched will be 512 bytes off and the ROM file will be completely screwed up. If you don't have a header and the patch specifies that you need one, all you have to do is open the file in a hex editor and insert 512 bytes worth of zeros at the beginning, patch, then remove the 512 bytes of zeros. 2) If the patch expands the ROM size, you will need to go to the SNES header located at the end of the first 32k for LoROM and 64k for HiROM and increment the ROM size to the next size up that will meet or exceed the actual file size. For example, if the ROM was 16 mbit and patched to 20 mbit, you will need to alter the 0B for 16 mbit to 0C for 32 mbit. Copier and flash devices like Super Everdrive use the size value in the header to lock down the addressible memory because some copy protection methods work by seeing that it can access memory outside the range of the ROM. Obviously it's not good if a 20 mbit game has the last 4 mbit completely inaccessible, esp since most translated or hacked games are going to go there first on startup for custom intro screens that were appended, etc. 3) Note there are TWO types of headers. The one that is optional that some patches need and some don't is the 512 bytes added by copiers at the start of the file, which is mostly zeros. The other is the official Nintendo header that must be present in EVERY SNES cart which contains the name of the game, type of cart, size of cart, and interrupt vectors, among other things. This is where the size of the ROM must be changed if a ROM is expanded by a patch. Always check ROMs that don't work in an emulator. If it works in snes9x and ROM info says something like "header size: 4 mb" and "calculated size" 8 mb", then that is without a doubt your problem. I have not run into any problems running ANY patched games on SED.
I did what the readme said. I got the other games to work. FF4 still doesn't work so it might be a different problem. Yes it works in an emulator so I didn't make a mistake with the header I don't think. Here is the ROM info. The header size needs to be larger than the calculated size, right? So that's good, right? I guess maybe see if you guys can see something that might be a problem from the rom info. File: C:\Users\Jonathan\Desktop\Games\SNES\Games\Final Fantasy IV\FF4EV321.smc Name: Final Fantasy 4 (J2e) Speed: 20/SlowROM ROM Map: LoROM Type: 02 Kart contents: ROM+RAM+BAT Header ROM Size: 16Mbits Calculated ROM Size: 12 Mbits SRAM size: 64Kbits (64Kbit) Actual Checksum: 842D Header Checksum: 842D Header Checksum Compliment: 7BD2 Output: NTSC 60Hz CRC32: 0773F0A8 Licensee: Unknown Company ROM Version: 1.1 Region: Japan
FF4 by J2E works on real hardware. I'm not sure why it would crash on you. UCON64 is showing the correct size. The #2 from above about size is all my IPS patches do, change the size byte in the ROM for those not handy with hex editors. Checksum doesn't matter to SNES roms. Genesis will actually use the checksum with the BIOS or perhaps built into the game routines but generally SNES games don't care, I think the checksum is really just for Nintendo to somewhat verify that the EPROMs aren't corrupt when they go to make the MaskROMs. With FF4, just try it all again from the beginning. It does work. And to point this out, only use these patches i posted if you are having problems with a translated game.
I don't know maybe I'll just go find a different rom ok tried a different rom, applied the patch, worked in emulators, noted it had a header so I used the LO ROM header 16 MB like the readme said, fixed the checksum even though I guess that doesn't matter, still loaded in an emulator, then put it in the super everdrive and it still doesn't work. Maybe you made a mistake with your patch? The other games I got to work using your patches. yay I got it to work finally ^_^ I found an already patched rom somewhere, at least with the most advanced translation then idk maybe I kept picking the wrong mottzilla patch by accident lol but I picked the right patch and it's working now. You guys are awesome. And yea you're right I didn't bother with the checksum this time and it still worked.
live a live and ffV Hello can someone send me a ling to download a working translated rom of live a live and ffV for super everdrive ?