Earlier quoted context omitted.
Luckily laws are limited to countries.
Nintendo have successfully killed fan projects before, with cease-and-desist letters. https://webcache.googleusercontent.com/search?q=cache:B094-P...
How SNES emulators got a few pixels from complete perfection
151–160 of 167 posts
Re: How SNES emulators got a few pixels from complete perfection
#152Interesting tangent from the article: >Today, SNES emulation is in a very good place. Barring unusual peripherals that are resistant to emulation (such as a light-sensor based golf club, an exercise bike, or a dial-up modem used to place real-money bets on live horse races in Japan), every officially licensed SNES title is fully playable I had to look up the 'dial-up modem' reference - apparently it's a Japan-only pe…
They also had a Satellite service (Satellaview) where they delivered a 4 episode Zelda Game that could only be playing during certain hours. https://zelda.gamepedia.com/BS_The_Legend_of_Zelda:_Ancient_... https://en.wikipedia.org/wiki/Satellaview_games_from_The_Leg...
Re: How SNES emulators got a few pixels from complete perfection
#153Earlier quoted context omitted.
Sorry, I was being a bit coy when I said the "more informal parts of the header". It literally still has the dumper's signature in the unused portion of the header. Traceability as to who gets props for the first good dump drives a lot of decisions in that scene.
Could you be more specific? I've heard this mentioned before but not seen an example. Something like one of those Diskdude! strings? What game?
> Older versions of the iNES emulator ignored bytes 7-15, and several ROM management tools wrote messages in there. Commonly, these will be filled with "DiskDude!", which results in 64 being added to the mapper number.
Re: How SNES emulators got a few pixels from complete perfection
#154Has Nintendo released officially, or leaked, the RTL for any of the processors in the SNES? If someone could get their hands on that, then the emulation authors should be able to achieve perfection.
Re: How SNES emulators got a few pixels from complete perfection
#155Earlier quoted context omitted.
Also, when you think about it, if a game behaves differently when run in an emulator, as part of an emulator-and-ROM bundled software product released by Nintendo... then that behavior is just how that particular release of the game has been canonically chosen to behave . Any bugs in the emulation of a Virtual Console title, or a SNES Classic title, or a SNES Online title, are just "how that version of the game is ."…
I don’t agree. Canonical status is bestowed by the artist/author, not the publisher, and certainly not a republisher. If Lord of the Rings is republished with page 527 arbitrarily missing, that omission doesn’t become canon.
Re: How SNES emulators got a few pixels from complete perfection
#156Earlier quoted context omitted.
Could you be more specific? I've heard this mentioned before but not seen an example. Something like one of those Diskdude! strings? What game?
http://wiki.nesdev.com/w/index.php/INES#Flags_10 : > Older versions of the iNES emulator ignored bytes 7-15, and several ROM management tools wrote messages in there. Commonly, these will be filled with "DiskDude!", which results in 64 being added to the mapper number.
Re: How SNES emulators got a few pixels from complete perfection
#157Earlier quoted context omitted.
Third-party SNES emulator are more accurate than Virtual Console.
It's worth noting that the Virtual Console SNES emulator doesn't really have a reputation for inaccuracy. For sure it's not as accurate as Higan/bsnes but by all accounts it's pretty decent. Of course it was made for running in different constraints. It runs many games very well on the New 3DS' 804MHz ARM11 or the Wii's 729MHz PowerPC G3. Bsnes won't run much in those constraints.
Re: How SNES emulators got a few pixels from complete perfection
#158Earlier quoted context omitted.
They don't have rights to the entire library, but yeah, just release everything you own on there at once and move on to ironing out N64.
It's not just about what they own; it's also about what they think they can get away with bundling into "collections" alongside spiritual sequels/HD remasters/etc. (S)NES Online is just for everything left over after the other departments slice the IP up for remixing.
Re: How SNES emulators got a few pixels from complete perfection
#159Re: How SNES emulators got a few pixels from complete perfection
#160Earlier quoted context omitted.
Also, when you think about it, if a game behaves differently when run in an emulator, as part of an emulator-and-ROM bundled software product released by Nintendo... then that behavior is just how that particular release of the game has been canonically chosen to behave . Any bugs in the emulation of a Virtual Console title, or a SNES Classic title, or a SNES Online title, are just "how that version of the game is ."…
> Interestingly, sometimes—because of one of these slight variances—the fastest [and so preferred] version of a game to speedrun, is a Nintendo-sanctioned emulated (e.g. Virtual Console) release of the game. Not that that necessarily has anything to do with bugs. Some VC games simply have reduced lag when a lot is loaded, because they throw somewhat more power at the game than the original console could.
One more interesting difference, that you'll see with N64 games specifically (e.g. VC Paper Mario on the Wii) is that the original console will hard-lock in places where the VC version will just keep on truckin' (presumably because it has access to more memory, or the emulator just discards crazy out-of-bounds writes, or because the emulator treats open-bus address reads differently. Something like that.)
Anyway, that means that there are glitches that can be used save time on the VC version, which in some sense don't exist at all on the original version of the game, because they're gated behind a fault that the original hardware can't get past.