[HN Gopher] The Hearts of the Super Nintendo
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       The Hearts of the Super Nintendo
        
       Author : todsacerdoti
       Score  : 191 points
       Date   : 2024-04-01 06:10 UTC (16 hours ago)
        
 (HTM) web link (fabiensanglard.net)
 (TXT) w3m dump (fabiensanglard.net)
        
       | max_likelihood wrote:
       | I think the link to "nocash" is broken. It should go to:
       | https://problemkaputt.de/fullsnes.htm#snestimingoscillators
        
       | Keyframe wrote:
       | one of the proudest accomplishments I've done is that over the
       | years I've managed to collect all of SNES PAL games, what is
       | considered a full set. (I augmented it with some select NTSC and
       | SFC games as well). What's interesting is the world in those
       | cartridges and how they extend the main console. We don't get to
       | see that in gaming hardware anymore.
        
         | sunnybeetroot wrote:
         | That is impressive, any chance you've documented your journey
         | and collection anywhere? I'd love to learn more.
        
           | masklinn wrote:
           | I believe it was also done for higan (bsnes) in order to
           | support enhancement chipped games: the enhancement chips had
           | to be collected, decapped, and decoded in order to correctly
           | (= fully accurately, rather than approximately via hacks to
           | try and fit observations) run the game dumps. I think at
           | least part of the process was documented at the time.
           | 
           | I don't know if _all_ the enhancement chips were collected
           | and decoded, as IIRC a pair of them are literally used for a
           | single japanese-only game.
           | 
           | Although for IP reasons the enhancement chip firmwares can't
           | be distributed with higan, so you have to "dump them
           | yourself".
        
             | thristian wrote:
             | bsnes' creator collected all the NTSC cartridges, I believe
             | (USA and Japan, even the rare ones that were Japan-only
             | special editions) but I don't think they managed to get a
             | full PAL set.
             | 
             | All the enhancement chips used in officially licensed games
             | were collected, decapped, and dumped via an electron
             | microscope. Yes, even the ones only used by a single Shougi
             | game each. :)
        
               | Keyframe wrote:
               | _bsnes ' creator..._
               | 
               | I still can't get over the tragedy of what happened to
               | them. That shouldn't have happened under any
               | circumstance.
        
               | ThrowawayTestr wrote:
               | If it makes you feel better, Byuu faked his death at
               | least once before and there's still no hard evidence he's
               | dead.
        
               | Y_Y wrote:
               | > Wayne Beckett, founder of Hong-Kong-based Datapower
               | Development, said Near, whose full name was David Kirk
               | Ginder, was an employee and confirmed Ginder's death to
               | USA TODAY.
               | 
               | from https://eu.usatoday.com/story/tech/2021/07/23/how-
               | toxic-onli...
               | 
               | That's hard enough for me to think it's legit, though I'd
               | agree that it's not conclusive.
        
               | ranger_danger wrote:
               | there are so many holes in even THAT story it's not even
               | funny.
        
               | Keyframe wrote:
               | I sincerely hope there's hope for it. Even so, such
               | behavior towards an individual who brought nothing but
               | joy to a common shared passion of many is beyond sad and
               | evil.
        
               | ThrowawayTestr wrote:
               | Byuu tried to extort the owner of kiwifarms and "killed"
               | himself when the owner refused. I encourage you to read
               | Byuu's thread yourself instead of news articles that
               | drastically misrepresent what happened.
        
               | Keyframe wrote:
               | Hmm, not to pollute thread anymore, I'll see what I can
               | find and read. I remember marcan of Asahi confirmed it as
               | well?
        
               | crq-yml wrote:
               | Thanks for calling yourself out as a perpetrator. The
               | blood on your hands here is quite visible.
        
               | bdw5204 wrote:
               | One of those shogi chips was actually a 32 bit ARM
               | processor:
               | 
               | https://snescentral.com/chips.php?chiptype=ST018
        
           | Keyframe wrote:
           | not documentation you'd like.. I can only had a sheet, at
           | first excel and then google sheets, which I made to make it
           | easy for me to track it all. I did travel a lot due to
           | business etc and over time it all fell into place. Here's
           | what they look like stored now, waiting for a move soon and
           | for a more permanent setting: https://twitter.com/Keyframe/st
           | atus/1550975562742644736?t=0N...
           | 
           | I'm also close to finishing N64 and maybe halfway there for
           | NES (which I have no illusions on completing ever).
        
             | sunnybeetroot wrote:
             | That's amazing! Thank you for sharing it, good luck on
             | completing the other collections.
        
         | bena wrote:
         | That was the neat thing about cartridge based game consoles,
         | each game was essentially a new piece of hardware.
         | 
         | I think the Game Boy Advance was the last mainstream PCB
         | cartridge game console. The GameCube had moved to discs, Sony
         | and Microsoft never made a cartridge based system, and Sega was
         | on their third such system with the Dreamcast.
         | 
         | But I don't think the GBA or N64 really did things like the
         | SNES or NES did with regards to cartridge hardware. I think by
         | that time, the core hardware was way more powerful than
         | anything that could be attached.
        
           | Keyframe wrote:
           | what we have today on switch is essentially memory card,
           | before it was an interface to the bus. You could do anything.
           | It doesn't even have to be performance oriented (or features
           | like sound chips). One example is Boktai for GBA which had a
           | light sensor on it so that actual daylight played into the
           | gameplay, etc.
           | 
           | I know hardware homogeneity across platforms brought peace
           | upon gamedevs who are stressed out as-is, but I think we lost
           | something major along the way.
        
           | philistine wrote:
           | Neat fact about GBA cartridges. At its start, cartridges used
           | watch batteries to keep save games, but by the end of the
           | console, they had moved to Flash memory.
        
           | krajzeg wrote:
           | The GBA still had some cartridges with enhancement hardware,
           | though a lot less focused on overcoming CPU/memory
           | limitations than on the previous consoles.
           | 
           | My favorite is WarioWare: Twisted [1] including a gyro sensor
           | (+ a rumble pack) to enable gameplay based on turning the
           | whole GBA around. But there were also add-on real time clocks
           | (Pokemon), light sensors, and other things.
           | 
           | It also had the Nintendo e-Reader [2], which technically
           | connected to the cartridge port and loaded like a cartridge,
           | but was its own unique piece of weirdness.
           | 
           | [1]: https://en.wikipedia.org/wiki/WarioWare:_Twisted!
           | 
           | [2]: https://en.wikipedia.org/wiki/Nintendo_e-Reader
        
             | bombcar wrote:
             | https://www.theverge.com/circuitbreaker/2017/9/21/16339122/
             | e...
             | 
             | GBA medical device.
        
               | Keyframe wrote:
               | GameBoy vehicle diagnostics tool
               | https://www.motor1.com/news/701772/game-boy-diagnostic-
               | cartr...
        
             | bena wrote:
             | I had forgotten about the eReader. I had gotten Excitebike
             | on the eReader card because I was curious. I was planning
             | on getting an eReader at some point, but never got around
             | to it.
        
           | ThatPlayer wrote:
           | I remember there being a DS flashcart that had an additional
           | CPU. Probably more towards the end of the DS's life.
        
       | vouaobrasil wrote:
       | It's surprising how much could be done with the SNES, considering
       | how ancient it is by today's standards. The only downside of it
       | was that the cartridges developed some small problems as time
       | went on.
        
       | Gracana wrote:
       | The Starfox PCB has a bunch of traces going off the board, I'm
       | guessing that's for a program & test harness used during
       | manufacturing? I've never seen that done before. Was that a
       | common practice back in the day? Nowadays we would put pads on
       | the board and use a bed of nails to do that.
        
         | bluedino wrote:
         | A Starfox cartridge was used to make a homebrew devkit for SNES
         | Doom
         | 
         |  _The development was challenging for a few reasons, notably
         | there were no development systems for the SuperFX chip at the
         | time. I wrote a complete set of tools - assembler, linker and
         | debugger - before I could even start on the game itself.
         | 
         | The development hardware was a hacked-up Star Fox cartridge
         | (because it included the SuperFX chip) and a modified pair of
         | game controllers that were plugged into both SNES ports and
         | connected to the Amiga's parllel port. A serial protocol was
         | used to communicate between the two for downloading code,
         | setting breakpoints, inspecting memory, etc_
         | 
         | https://fabiensanglard.net/gebbdoom/
        
           | rightbyte wrote:
           | It is really asstonishing how dev hostile those game consoles
           | were. Like, "we know how to do it but invent it yourself".
           | 
           | Nintendo could have released sane sdk:s and not make every
           | dev studio figure out what works. Like, maybe share a toy
           | version of the source of Super Mario and Zelda or whatever to
           | show how an engine is made.
           | 
           | The games would surely have been prettier as a result.
        
             | tadfisher wrote:
             | They did have SDKs (well, an assembler and linker) as well
             | as devkits and extensive documentation. The problem was you
             | had to enter an extensive agreement and pay a hefty amount
             | for the privilege of using them. It made sense in that era,
             | as you had to have the cash on hand to order a minimum of
             | 10,000 cartridges (also manufactured by Nintendo) anyway.
        
             | bluedino wrote:
             | Nintendo was dev hostile as well.
             | 
             | In Argonaut's case, Starfox 2 was canceled (but still
             | completed) because they didn't want SNES 3D games competing
             | with the soon-to-be-released N64
             | 
             | And then they shot down Argonauts 3D platformer demo,
             | saying they would make their own, causing them to create
             | Croc instead.
             | 
             | In a way it made sense because you didn't want to end up
             | with Sega where they kept trying to extend the old
             | platforms. But they weren't looking to create a new in-
             | between or add-on system like the Sega CD or 32X
        
               | wk_end wrote:
               | TBF you can't exactly begrudge Nintendo for wanting to
               | end up with SM64 instead of Croc.
        
               | philistine wrote:
               | That version of history is in contention. The devs of
               | Croc are adamant they basically invented 3D platformers
               | and Nintendo stole their ideas, but the timelines with
               | the first builds of Super Mario 64 rule in favour of
               | Nintendo.
        
               | MBCook wrote:
               | Oh I didn't realize they made Croc. That was a good game.
        
         | Karliss wrote:
         | You can sometimes see a similar approach in somewhat recent
         | (~last 10 years) microcontroller devboards. Many of Nucleo
         | devboards for STM32 microcontrollers, and some Cypress PSoC
         | devboards (CY8CKIT) consist of two halves. One containing the
         | main MCU (the one devboard demonstrates), and other half
         | containing programmer/debugger. Idea is that you can use it as
         | is out of the box for running basic example programs, or you
         | can break it in half thus obtaining a cheap programmer +
         | devboard which has a slightly more convenient format for
         | embedding in product prototype.
         | 
         | Similar thing but reversed roles with ChipWhisperer-lite
         | (platform for experimenting with side channel power analysis
         | and glitching attacks). There you have the main board which
         | connects to PC and performs the IO for attack and example
         | target (victim) board.
         | 
         | But all of that is for R&D purpose only, not for use in
         | manufacturing of final products.
         | 
         | I looked up the images for Starfox PCB it looks weird. Can't
         | imagine it ever being practical in production just for
         | programming. Did they just shipped devboards to customers? In
         | the images I saw the area near PCB edge where traces stop
         | looked very smooth and somewhat recessed compared to broken
         | tabs that were connecting PCB to bigger panel. As if that area
         | was cut by router instead of being broken off. Maybe they just
         | kept the production PCB design (almost) identical to devboards,
         | to save the work designing two different PCBs and reduce the
         | chance of any issues caused by differences between devboards
         | and production PCBs.
        
       | hbn wrote:
       | Nitpicking but it's rare I get to use my trove of useless
       | knowledge about Mega Man -- I'm guessing the games being
       | referenced at the end and final PCB image are actually Mega Man
       | X2 and X3. I tried to follow the snescentral link cited as the
       | image source but the page isn't working for me (edit: the site is
       | up, it was a me issue)
       | 
       | I was confused at first because Mega Man 2 and Mega Man 3 are NES
       | games, not SNES!
        
         | epiccoleman wrote:
         | Mega Man X2 is one of my favorite games of all time. We had a
         | local video store where you could rent a game for a buck a
         | night, and we would always rent them on Saturdays (since the
         | store was closed on Sunday, you got a free day!).
         | 
         | X2 was probably the most frequently rented game, and when that
         | video store finally closed, they sold off all the games for $5
         | a piece. That X2 cartridge is a prized possession that my
         | brother now has in a little display case with a bunch of other
         | retro gaming memorabilia.
         | 
         | I actually just did a playthrough of the Mega Man X series
         | (well, 1-3, I didn't bother with the post-SNES ones) and I
         | think X2 holds up really well, definitely in contention for the
         | best in the series.
        
           | hbn wrote:
           | I also happened to play through some of the X games recently!
           | I went up to X4.
           | 
           | X1 was my first Mega Man game ever and got me into the
           | series. My childhood friend owned a copy and we weren't able
           | to get very far as kids but we liked to play it anyway. It's
           | still my favorite of the X series! I didn't play the other X
           | games until years later. Back in 2015 a guy in my city was
           | selling a complete collection of all the SNES Mega Man
           | releases, albeit in Japanese (so, the SFC versions). A North
           | American SNES can play Japanese games if you rip a couple of
           | plastic tabs out of the cartridge slot, and Mega Man games
           | aren't too dialogue heavy so I was fine playing them in
           | Japanese.
           | 
           | If you haven't played beyond the SNES games, I'd recommend
           | giving X4 a shot. I didn't play it until Mega Man X Legacy
           | Collection released, but it's actually very good. Beyond
           | that... X5 the quality drops off quite a bit, X6 is straight
           | up bad, X7 is also very bad and features a horrible attempt
           | at transitioning the series to 3D. X8 I only played through
           | once but was a bit of a return to form. But yeah, the X
           | series isn't known for consistent quality.
        
             | drittich wrote:
             | I just got interested in Mega Man recently - do you
             | recommend a playthrough in order, or is there a best
             | version to play for a good initial experience?
        
               | scns wrote:
               | I'd recommend starting with 2 & 3 for the NES. The
               | soundtrack might be my favourite of all video games. It
               | has been played by rockers [0] and orchestras [1].
               | 
               | [0] https://www.youtube.com/watch?v=X-WIBmzETBo
               | 
               | [1] https://www.youtube.com/watch?v=9__sJWMXjE0
               | 
               | https://www.youtube.com/watch?v=jdVpJfXXoFI
        
               | hbn wrote:
               | That's a good question on where to start. I usually enjoy
               | playing games from the classic series because they're
               | simple, but some of the earlier ones can be a bit janky
               | and punishing. The first 6 games are on NES, and they're
               | all pretty good. Mega Man 2 is a lot of people's
               | favorite, and I personally like it a lot but it's not
               | without flaws and some unfair difficulty. 7 was for SNES
               | and I don't care for it much but I wouldn't say it's bad.
               | Same with 8 which was on PlayStation and Dreamcast. 9 and
               | 10 were a throwback to the classic series with an 8-bit
               | art style and can be difficult but they have more modern
               | design sensibilities and I'd say are more "fair". 10 has
               | an easy mode if you're wanting to ease yourself in too.
               | 11 is pretty good too, but has some new mechanics that
               | complicate things a bit.
               | 
               | The X series has some good games, but focuses more on
               | collectibles and upgrades, so you'll likely end up
               | looking up a guide to find where all the upgrades are. It
               | can be very difficult without them. I think X1 is the
               | best in the series, and is also more streamlined than the
               | other games. You can't go too wrong with the first 4 X
               | games. They can be played on the Legacy Collection, but
               | I've heard complaints about the emulation, and I know on
               | the PC version I couldn't watch any of the cutscenes in
               | X4 because they froze. Might be better off just
               | emulating.
               | 
               | Order doesn't matter too much, the plots are mostly
               | disjointed and/or nonsense until the Zero series for
               | GameBoy Advance which are again pretty good but upgrade-
               | focused like the X series, and are less of traditional
               | Mega Man games.
               | 
               | I'd probably just not start with Mega Man 1. Come back to
               | it if you like the series, but it's pretty primitive
               | compared to later stuff.
        
               | wk_end wrote:
               | IMO the 8-bit ones - while fun - are somewhat primitive
               | and often a little too "NES hard". So I'd say start with
               | Mega Man X - it's timeless; still one of the most perfect
               | games ever made.
        
         | driscoll42 wrote:
         | Yup, the SHVC-2DCON-01 was only used by Mega Man X2, the direct
         | link worked for me:
         | https://snescentral.com/pcbboards.php?chip=SHVC-2DC0N-01 ,
         | though X3 used a different board, the SHVC-1DC0N-01
         | (https://snescentral.com/pcbboards.php?chip=SHVC-1DC0N-01
        
           | hbn wrote:
           | Ah, I figured maybe the site was down but just checked on
           | another device and it worked. Must be the corporate firewall
        
         | fabiensanglard wrote:
         | Thank you for pointing out the mistake, I have fixed it now :)
         | !
        
       | belthesar wrote:
       | The ceramic resonator described in this post has been a source of
       | much consternation with the tool-assisted speedrun community. One
       | of the goals of that community has been console-verification of
       | TAS movies, to validate that the runs aren't taking advantage of
       | emulator quirks. If you've ever seen TASbot perform at a
       | GamesDoneQuick event, that's exactly what console verification is
       | doing.
       | 
       | The ceramic resonators degrade in accuracy over time (as cited in
       | the article), which leads to non-deterministic performance of the
       | APU, and since the entire console's timings are all linked
       | together, this leads to non-deterministic execution of game code.
       | 
       | As a tool-assisted speedrun is essentially a timeline of inputs,
       | there's no logic to account for system execution, and as such,
       | hardware determinism is a requirement. Since an accurate
       | emulator, barring hiccups in the underlying runtime environment,
       | gives us a deterministic runtime environment, this works great.
       | However, it's lead to some weird and awkward behavior when trying
       | to console verify TAS movies on these >30 year old SNES consoles.
       | 
       | Replacing these ceramic resonators to repair these consoles has
       | had mixed success, but there are folks that are successfully
       | doing it, thus keeping these legendary consoles alive, and
       | bringing their timings back into spec.
        
         | NobodyNada wrote:
         | > it's lead to some weird and awkward behavior when trying to
         | console verify TAS movies on these >30 year old SNES consoles.
         | 
         | For an example of this, look at this Super Metroid run from
         | SGDQ 2018: https://youtu.be/T_oDcRKzoHI?t=3m17s
         | 
         | This particular game pauses and waits for the sound engine to
         | "catch up" during door transitions, and the amount of time this
         | takes is nondeterministic due to ceramic oscillators. But the
         | game's pseudo-RNG continues to cycle in the background during
         | this waiting period, so the nondeterminism impacts gameplay
         | elements such as the steam jets in the timestamped room. That
         | meant that to play back the TAS on a real console, the authors
         | (sniq and total) had to come up with a "polyglot" sequence of
         | inputs that could make it through the room with any possible
         | steam pattern.
        
       | achr2 wrote:
       | Later SNES games also used a timing check for region locking to
       | identify PAL vs NTSC clock frequencies. The mod I did, nearly
       | three decades ago, was to add a toggle switch with a second
       | crystal that would change the clock frequency and allow the PAL
       | game to be played on an NTSC system. Wait a few seconds while the
       | game booted up and then switch back and enjoy the unreleased in
       | North America "Terranigma".
        
         | fabiensanglard wrote:
         | Maybe a silly question but why enforce region lock at the
         | developers/publisher level?
         | 
         | Wouldn't allowing the game to run on more machines result in
         | more sales? Or would the import market and currency exchange
         | rate too much of a hazard?
        
           | porkbeer wrote:
           | Different regions had different pricing. This prevents a game
           | being resold in another market. It also tends to cut down on
           | counterfieting.
        
           | progbits wrote:
           | Getting DVD players without region locks used to be a thing
           | to get cheaper movies imported from abroad. (Briefly, from
           | what I recall. Bootleg discs got much cheaper and easily
           | available)
        
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