Yes You Can Play NES Games on the SNES! (But Not All of Them Yet…)

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Sharopolis

Sharopolis

Күн бұрын

Пікірлер: 538
@AmartharDrakestone
@AmartharDrakestone 3 жыл бұрын
One improvement I can already see is that the NES games using the SNES color palette look much more vibrant.
@vertujoe2886
@vertujoe2886 3 жыл бұрын
Sure and more smooth, since colors palette are pre defined maybe developer can even create a SNES look palette for other projects.
@nebularain3338
@nebularain3338 3 жыл бұрын
If it could remove the sprite flicker than that would be a real boon. The 8 sprite per scanline limit was in my opinion, the most limiting factor of the NES (and it had a LOT of limitations). I noticed a lot of emulators don't actually remove it, but rather than just make the flicker very fast so it's barely noticeable.
@Supersayainpikmin
@Supersayainpikmin 3 жыл бұрын
It could use different colors, but while the SNES *may* be able to use a high color pallete for NES games, like for rom hacks, it won't magically give the NES proper shading or more colors natively.
@Myself086
@Myself086 3 жыл бұрын
@@nebularain3338 There's an option to emulate 8 sprites per scanline but at the cost of reverting the sprite priority. This option is turned off by default. SNES supports 32 sprites per scanline. There will be flicker if the game tries to use more than 64 sprites per frame however. There are side effects to not emulating 8 sprites per scanline. For example, Zelda uses 8 hidden sprites where the top door is in dungeons so that link doesn't walk over the door. See 4:00
@haloharry97
@haloharry97 3 жыл бұрын
I love to see some msu1 and Super FX 2 improvement for even faster speed
@joshop5614
@joshop5614 3 жыл бұрын
We're one step closer to the emulation masterpiece: Super Mario Bros running on the NES, on SNES, emulated on N64 emulated on GameCube on Wii running in Dolphin on a Windows VM on Linux.
@rodneyabrett
@rodneyabrett 3 жыл бұрын
Multiple levels of emulation inception. 😂
@notactiveignoremeplease
@notactiveignoremeplease 3 жыл бұрын
all running through a hackintosh! (late reply I know but think about all the potential layers lol)
@origamiscienceguy6658
@origamiscienceguy6658 2 жыл бұрын
I bet you could squeeze a gameboy advance in between SNES and N64
@BushidoBrownSama
@BushidoBrownSama 2 жыл бұрын
its emulation/abstraction all the way down
@madrox8
@madrox8 2 жыл бұрын
all while running in minecraft (there is minecraft mods to run a VM within minecraft, its mindblowing)
@johnbillings5260
@johnbillings5260 2 жыл бұрын
Fun fact: Takahashi Meijin (Master Higgins was really based on this guy) is the world record holder for pressing a game controller button 16 times in one second.
@steventechno
@steventechno 3 жыл бұрын
"I needed a challenge" - A true Programmer's sentiment.
@steventechno
@steventechno 2 жыл бұрын
@@rastas_4221 My dumb brain trying to re-connect what my comments mean when returning to projects
@oz_jones
@oz_jones 2 жыл бұрын
@@steventechno thats why you comment. Other than "i am getting hungry, i should eat" like i did...
@steventechno
@steventechno 2 жыл бұрын
@@oz_jones I've been more liberal with comments in my later code in projects for this reason. haha
@Jagasian
@Jagasian 3 жыл бұрын
This is amazing. Imagine if it came out when the SNES was first released? It would have allowed companies to sell their NES titles on SNES carts.
@swarth8632
@swarth8632 3 жыл бұрын
Yes! Then Mega Man 4 - 6 wouldn't have gotten overlooked!
@bhirawamaylana466
@bhirawamaylana466 3 жыл бұрын
@@swarth8632 to bad Nintendo to lazy to develop Backward compatibly and now after see how much people love their old game now they sue every Rom sites they find and charge me overprice game on their stupid new console, yes I say stupid coz Switch is the most gimmicky console I ever see with their Motion Control nonsense and never admit their drift analog is not real 😡 and Yes i have one but it's mostly in dock mode and I only play with Pro controller just to play BOTW.
@johnq4951
@johnq4951 3 жыл бұрын
Makes you wonder why it didn't happen. This should have been all possible back then. Maybe the NES hardware was less understood.
@uhhh_adam
@uhhh_adam 2 жыл бұрын
@@bhirawamaylana466 this guy got a Switch just for BOTW 😂
2 жыл бұрын
@@bhirawamaylana466 Nintendo wasn't lazy, they wanted to hit a price-point. Also not sure why you blame Switch for 'motion control nonsense'? Motion control is pretty standard now: Steam controller has it, every phone has it. Every Nintendo console since the Wii had it. (The analog drift is a real issue.)
@josephwoodrell9922
@josephwoodrell9922 3 жыл бұрын
You gotta run this on the project that runs SNES on the NES. So it comes full circle a NES running SNES running NES
@Justin-Hill-1987
@Justin-Hill-1987 3 жыл бұрын
That would be impossible because SNES has more memory than NES...there's a reason why Nintendo wanted to make the leap from 8 bits to 16 bits in 1991...to keep up with the Sega Mega Drive/Genesis and the NEC PC Engine/TurboGrafx 16!
@shortcat
@shortcat 3 жыл бұрын
@@Justin-Hill-1987 look up the video "Reverse emulating the NES to give it SUPER POWERS!"
@It-sJay
@It-sJay 3 жыл бұрын
In the video you are referring to (Reverse emulating the NES to give it SUPER POWERS!) he already shows the NES running an NES emulator, however, this is a neat idea.
@samsungtelevision695
@samsungtelevision695 3 жыл бұрын
@@Justin-Hill-1987 it would be only be impossible at full speed. Mathematically any Turing machine can emulate literally any other it can just be ridiculously slow like hundreds of years per clock cycle or some crap.
@amogus7
@amogus7 3 жыл бұрын
@@It-sJay How much does a Raspberry Pi cost?
@BdR76
@BdR76 3 жыл бұрын
Anyone remember the NES emulator for the PS1 called "It Might be NES"? It was released years ago and could play a huge library of games from one single disc. Technically though, this is even more impressive, given that the SNES is about 10 times slower than the PS1.
@arciks11
@arciks11 3 жыл бұрын
It Might Be NES was far from perfect but when it worked, it worked. Also ability to make saves to Memory Card was amazing. Made playing RPGs a viable endeavour.
@SummonerArthur
@SummonerArthur 3 жыл бұрын
That was the first time I ever heard of kirby, by playing a burnt bought disc of what I think is "It might be NES" preloaded with some roms in it. Didnt even knew the disc was an emulator or what an emulator was. That was a brief moment in my life were I thought Kirby was a sony character LOL.
@origamiscienceguy6658
@origamiscienceguy6658 2 жыл бұрын
20 times faster considering the SNES CPU needs at least 2 cycles to complete any opcode.
@hdofu
@hdofu 2 жыл бұрын
seen some play throughs of it running a bunch of dendy titles... it, that said it was a crap shoot which games would even load.
@todessehnsucht
@todessehnsucht 2 жыл бұрын
I remember seeing a friend of mine playing it on his PS1 back in the day. I got a PS1 a while ago and was thinking about burning a CD with that emulator, but now I want to try Project Nested on my SNES first!
@videogameobsession
@videogameobsession 2 жыл бұрын
I'm surprised there was no mention of the work that members of the SNES scene groups, ANTHROX and SWAT, back when the SNES was still a current gen system. They had several NES games up and running on the SNES. Many of the early mapper games (Mario Bros, Donkey Kong, Galaxian, etc..), and with a few graphic glitches, plus lack of in game sound. instead they had SNES music playing over the top of the NES games. This was pretty mind blowing to see back in the early 90's though. Keeping in mind thst his being before public NES emulation even existed.
@HipsterBlackMetalOfficial
@HipsterBlackMetalOfficial 2 жыл бұрын
Some one here who gets it the A&S hacks. They were all mapper zero games. There is also a rare Korean 300 and 1 multicart with emulated Super Mario bros, Kung fu with an all original SNES sound font and slightly improved emulated graphics.
@The90sGamingGuy
@The90sGamingGuy 3 жыл бұрын
Very interesting find that i thought one could never do. Many years ago my mother asked me if you could play NES games on the SNES.
@Kara_Kay_Eschel
@Kara_Kay_Eschel 3 жыл бұрын
Been wondering that for years since I had heard of the converter for the Genesis to play Master System games. Would have loved this back in the day for the S.N.E.S.
@RWL2012
@RWL2012 3 жыл бұрын
@@Kara_Kay_Eschel oh hi
@Kara_Kay_Eschel
@Kara_Kay_Eschel 3 жыл бұрын
@@RWL2012 kzbin.info/www/bejne/nqrHp4yOn9KLodE
@johneymute
@johneymute 3 жыл бұрын
Many parents decided to not buy a snes for their kids because of it’s incompatibility with nes games,if nintendo just did knew that, they sure would,ve make the snes compatible with nes games, Now i wonder how many parents did know about the 8star nes adaptor to play nes games in a fake way on snes? Because eventrough nintendo was unhappy about it, but what if it did let decided a few parents to just buy a snes for their kids because of this, ,well then nintendo should be thankful to that company behind that 8star nes adaptor😁
@tappersreviews4677
@tappersreviews4677 3 жыл бұрын
This is amazing. Not that practical if you just wanna play the games, but on a technical level it’s kinda mind blowing. Thanks for the excellent video.
@thepuzzlemaster64
@thepuzzlemaster64 3 жыл бұрын
Ever since I found-out the SNES had a backwards compatible CPU, I've always wondered if it would be possible to play NES games on the SNES. I'm glad I finally got an answer to that. I get the feeling Nintendo scrapped the backwards compatibility last minute because it might have been a pain in the ass to test every NES game, and they didn't have enough time to replace the SNES's CPU with a decent one that could compete with the Gen/MD.
@johneygd
@johneygd 3 жыл бұрын
Nintendo had 2 choices, 1 making the snes directly compatible with nes games by implementing those neseccarry chips in it or 2 making nes games compatible on snes the hard way trough hardware trickery and emulation,like we do now with nested emulator😁
@shuruff904
@shuruff904 2 жыл бұрын
Im sure money had alot to do with it. Why spend 300$ on a Snes of your current Nes could play Mario World just with shittier graphics...Nintendo is well known as the greediest company for a reason....
@watchm4ker
@watchm4ker 2 жыл бұрын
Given the amount of hardware similarities - the PPU and CPU have emulation modes, the CIC is potentially compatible, and you can literally wire NES and SNES controllers to the other console, and they work perfectly fine - Nintendo had planned to do this, initially. The two stumbling blocks are the new sound system and the lack of CHR ROM/RAM on the cart.
@watchm4ker
@watchm4ker 2 жыл бұрын
@@shuruff904 That's not how that works. Backwards compatibility would mean the SNES could play NES games, which would have been a massive win for Nintendo. The idea that newer hardware is just older hardware but faster only came about with frameworks like OpenGL and DirectX, as well as the move away from assembler-based, bare-metal game consoles to ones with a proper OS.
@ryan89554
@ryan89554 Жыл бұрын
megadrive games aren't even that good compared to super famicom library plus megadrive games look/sound worse usually. usa has so many bad cashin games it isnt even funny it was allowed
@javierespinazopagan3172
@javierespinazopagan3172 3 жыл бұрын
I wonder if delivering this as a lock on cartridge that performs the translation would actually solve the custom chip difficulties
@LavaCanyon
@LavaCanyon 3 жыл бұрын
Kinda what the china adapters do already.
@newgameld2512
@newgameld2512 3 жыл бұрын
@@LavaCanyon Wait, I was under the impression that those cartridges just use the console to power a Noac inside it, and get controller inputs. Essentially just an NES on a cartridge and literally doesn't use the SNES's power.
@alicev1500
@alicev1500 3 жыл бұрын
@@newgameld2512 I don't know if all of them are that way but yes, many of them are basically a console in a cartridge and uses the SNES for video signal.
@newgameld2512
@newgameld2512 3 жыл бұрын
@@alicev1500 Actually, the video signal comes from the cartridge itself. The console just powers it.
@alicev1500
@alicev1500 3 жыл бұрын
@@newgameld2512 Oh. Thanks for correcting me there
@StormsparkPegasus
@StormsparkPegasus 3 жыл бұрын
The 65C816 was also used by the Apple IIGS...which was backward compatible with the Apple II, which used a 65C02.
@Larry
@Larry 3 жыл бұрын
Hornby made a NES adaptor for the SNES back in the day, even Bad Influence had it on an episode, but it was never released sadly. But what about Ninja Gaiden Trilogy? Was any of that NES code running on the SNES?
@Myself086
@Myself086 3 жыл бұрын
I haven't compared NES and SNES code for Ninja Gaiden but it works well on the emulator. I may have to run a comparison now that you peeked my interest. Of course the same source code was used but modified to play on SNES, I'm still curious what the code looks like. I remember comparing SNES to GBA ports around 2007, The Lost Vikings in particular inspired me to try similar projects.
@Larry
@Larry 3 жыл бұрын
@@Myself086 Ooh fantastic, let me know if you do discover anything!!! :)
@mikel6989
@mikel6989 3 жыл бұрын
@@Larry Hello you...I just got your plushie in the mail today, YAY!
@RWL2012
@RWL2012 3 жыл бұрын
what series and episode of Bad Influence is that in...?
@johneymute
@johneymute 3 жыл бұрын
@@Myself086 i wonder wich of the snes modes ninja gaiden trilogy uses and how the mmc3 mapper of those games were resambled on snes, the only thing they seems to have changed is by replacing the music and snes effects with sounds & instruments from the snes dev-kit sample pack.
@andrewsprojectsinnovations6352
@andrewsprojectsinnovations6352 3 жыл бұрын
That project would have been impressive enough as a cartridge adapter withonly PPU and sound chip emulation... The fact that he got it working (let alone hitting full speed in some games) purely in software with mapper emulation as well is just mindblowing! I can't even imagine the level of code wizardry this must take...
@kungfujesus06
@kungfujesus06 3 жыл бұрын
Wouldn't that be the more efficient route? Intercept calls to the PPU and sound chips and translate them to the new hardware's op codes?
@andrewsprojectsinnovations6352
@andrewsprojectsinnovations6352 3 жыл бұрын
@@kungfujesus06 I believe that part would be the same either way, the difference being without a physical cartridge, the mappers need to be emulated as well. That just adds another layer of overhead...
@kungfujesus06
@kungfujesus06 3 жыл бұрын
@@andrewsprojectsinnovations6352 The PPU's wheelhouse was hardware accelerated scrolling though, right? I'm curious if this project is leveraging the graphics hardware on the SNES to do the same tricks or if in software this is performing similar tricks to commander keen. Of course, this project is all in sparsely commented 6502 asm, so it's hard for me to assess that for myself :-/.
@andrewsprojectsinnovations6352
@andrewsprojectsinnovations6352 3 жыл бұрын
@@kungfujesus06 Yeah I've done some projects in C/C++ but not ASM yet so I wouldn't be much help on that front... However, that doesn't stop me from speculating: as I understand it only a couple of changes would need to be made to run NES games on the SNES PPU (besides simple address translation): 1. Load tiles ahead of the viewport instead of wrapping around like the NES required (much larger tilemaps) 2. Emulate "sprite zero hits" for mappers lacking scanline interrupts Other than that the SNES PPU just appears to be an enhanced version of its predicessor; many, many features were added but very few were removed. I can't see how such performance could be achieved without leveraging the two systems' similarities...
@freddiejohnson6137
@freddiejohnson6137 3 жыл бұрын
When you consider most emulators use vastly more powerful systems to run even NES ones this is remarkable.
@vasopel
@vasopel 3 жыл бұрын
well...when you consider the facts (like the ones in the intro of this video)...no,
@JohnSmith-xf1zu
@JohnSmith-xf1zu 3 жыл бұрын
@@vasopel An identical instruction set on the CPU helps reduce overhead, but it's not the end-all be-all. There's still the overhead of implementing mappers, implementing rendering, and figuring out how to modify existing roms to be compatible, as well as emulate additional chips that many NES games have, like SMB3. And most of that needs to be done on a CPU that's barely faster than the original hardware. Most emulators have 100x to 1000x the CPU clock rates to work with. The SNES CPU has about 2x the clock rate. What he's done with such little overhead is still technically very impressive.
@marsilies
@marsilies 3 жыл бұрын
@@JohnSmith-xf1zu The developer isn't doing "traditional" emulation. He's using a combination of ahead-of-time recompiling of the code, along with just-in-time recompiling of anything the AOT missed. That's why there's a save file; the JIT recompiler saves its recompiles so that the game runs faster, and these can then be re-incorporated into the AOT recompiled binary. So the SNES itself is doing very little emulation at run-time, it's almost all recompiled code. The "emulation" of the mapping and rendering is being done by the AOT ahead of time, basically translating it to something the SNES can read natively. To the SNES, the game doesn't even look like it ever had a mapper: it's all been remapped to SNES address space.
@Myself086
@Myself086 3 жыл бұрын
@@marsilies The AOT of Project Nested is very similar to what Yuzu is doing by caching shaders so it runs smoother the next time you play. Both emulators use JIT recompilers. The exe for Project Nested only remaps the ROM data to proper locations without editing anything except the iNES header. There's only AOT if a save file was imported. AOT is mostly there due to RAM limitation and SMB3 is the perfect example because it runs out of memory by the time you can beat 1-1.
@bitwize
@bitwize 3 жыл бұрын
It helps that the NES has a 6502 CPU and the SNES has a 65c816, a 16-bit extension to the 6502.
@bikeh
@bikeh 3 жыл бұрын
Now I can finally use my outdated system to play even more outdated games!
@McCoy-00
@McCoy-00 3 жыл бұрын
It’s a win-win
@Lovuschka
@Lovuschka 3 жыл бұрын
Now we can start emulating the emulation so we can emulate playing NES games on the SNES.
@GORF_EMPIRE
@GORF_EMPIRE 3 жыл бұрын
Not outdated.... vintage..... vintage.
@RWL2012
@RWL2012 3 жыл бұрын
@@GORF_EMPIRE R E T R O
@GORF_EMPIRE
@GORF_EMPIRE 3 жыл бұрын
@@RWL2012 These are older than retro. These are vintage, classic. PS1 Jaguar..those are retro.
@WigWoo1
@WigWoo1 2 жыл бұрын
How does it work when the SNES doesn't have the NES sound chip?
@TheRestartPoint
@TheRestartPoint 3 жыл бұрын
What we really need is an FPGA-based NES core for the SD2SNES (aka FX PAK PRO). They've done it for the Game Boy (although I guess that was easier because they had the Super Game Boy's internal to model it on), hopefully its just a matter of time till they do a NES core. You could always just use a MiSTer of course
@michaels9917
@michaels9917 3 жыл бұрын
The gba everdrive can run nes games on an emulator. Yeah, the gba is a more powerful system but I would assume you are right.
@DenkyManner
@DenkyManner 3 жыл бұрын
At that point you're just using the SNES as a power supply. Is a standard SNES the centerpiece unit of anyone's retro gaming setup? Running a nes emulator on a SNES is as much about the technical accomplishment as it is the functionality.
@Wyatt_James
@Wyatt_James 3 жыл бұрын
Sure but that completely misses the point.
@TheCoolDave
@TheCoolDave 3 жыл бұрын
@@michaels9917 The Everdrive N64 X5/7 can run them as well....
@erik3371
@erik3371 3 жыл бұрын
@@TheCoolDave Yeah playing NES on the GBA and on the N64 has been possible for 10+ years plus
@DeAthWaGer
@DeAthWaGer 3 жыл бұрын
Technically if it's "adventure island" it's Master Higgins. "Boku No Jima" has Takahashi, who was based off a real person that Hudson also invented the button-presses-per-second bee gadget for.
@jendorei
@jendorei 2 жыл бұрын
It is Bouken-jima
@DeAthWaGer
@DeAthWaGer 2 жыл бұрын
@@jendorei it's boku no pico
@jendorei
@jendorei 2 жыл бұрын
@@DeAthWaGer ohohohoho so very funny
@refractionpcsx2
@refractionpcsx2 3 жыл бұрын
Nice video! As for MMC2 (Punch Out), it's not *too* bad, depending on how optimised his background/sprite drawing routine is. He might get away with checking what's getting accessed in advance then scheduling the mapper bank swap, I'm pretty confident the swap happens on background tile 33 (off the screen), so he might get away with that, but honestly skipping the timing of the PPC is a little scary, especially when it comes to games like Battletoads, he might struggle with that one.
@lostxj
@lostxj 3 жыл бұрын
I am really excited to see a bit more capable version of this emulator down the road.
@ratix98
@ratix98 3 жыл бұрын
this is a project i follow very heavily. nice coverage! glad more people are finding out about it. I am happy to attempt to complete games that need testing.
@khatharrmalkavian3306
@khatharrmalkavian3306 3 жыл бұрын
The architectures are actually extremely similar. Apart from hardware address translation and initial mode configuration, the main problem would be audio processing, since the SNES took a radically different approach there.
@johneygd
@johneygd 3 жыл бұрын
They used digitized recordings of the nes psg soundchip to make it processible on snes, only the noise channel is ignoired since the snes does contain a digital noise generator, also dpcm sound is not yet supported but it might be possible in the near future by patching dpcm samples into BRR format i suppose.
@watchm4ker
@watchm4ker 2 жыл бұрын
The other big problem is that the object table is hidden behind the PPU, so you can't pull the CHR RAM/ROM bank flipping tricks as easily as the NES
@8squared007
@8squared007 3 жыл бұрын
There’s a few things I’m not sure of when it comes to a project like this, namely sound expansion in some Famicom games. Already I’ve noticed the DPCM channel is muted, as shown by SMB3, and so I don’t see something like Lagrange Point or Gimmick! working completely. Still, this is a damn good job for a tough project like this.
@johneygd
@johneygd 3 жыл бұрын
I personally think dpcm playback from nes games can be done BUT the emulator needs to convert dpcm samples into BRR format in order to be accepted by the snes,maybe trough patches.
@WJCTechyman
@WJCTechyman 3 күн бұрын
I am looking at this video and am a bit skeptical. One, we don't see the controller. Two, I can't actually tell if the power is on on the SFC. Three, the cartridge looks to be an EverDrive style flash cart instead of an adapter like that used on the SFC for Super GameBoy and four, how do we know that you don't have an NES running under the the monitor and Super Famicom? Especially one that was modified with NESRGB or HDNES?
@RedArremer
@RedArremer 3 жыл бұрын
I'm noticing pixel shimmer on scrolling. Are you applying some sort of non-integer aspect correction with nearest neighbor upscaling?
@mattpierce5009
@mattpierce5009 3 жыл бұрын
The spiritual successor to NESticle IMO - maybe not the best compatibility, but absurdly capable for the hardware it's running on. Kudos to the author, looking forward to future developments
@ipodnano962
@ipodnano962 2 жыл бұрын
So can i play metal gear snakes revenge on the snes just by plugging it in?
@OtakuUnitedStudio
@OtakuUnitedStudio 10 ай бұрын
There was also the Super 8 adapter back in the day. The cheap ones popping up these days are basically stripped down clones of that. It was unofficial and just had an NES SOC using the Super Nintendo as a power source, which is why it has its own video output - it's not using the SNES hardware at all beyond power. It also allowed Famicom cartridges to be played on the SNES. EDIT: The name of the main character from Adventure Island is Master Higgins in the English version of the game. But you're right, the Hudson Soft executive Toshiyuki Takahashi wanted to make himself the Mario of their company. Given how successful the game series was, it kinda worked.
@BdR76
@BdR76 3 жыл бұрын
Yo dawg! I heard you like emulators. So I put an emulator in your emulator, so now you can emulate games while you emulate games!
@alexandredevert4935
@alexandredevert4935 6 ай бұрын
That's a really cool idea : on the fringes of doable, actually useful, and a nice "what if", would have been seen as sorcery in the early 90's
@LusRetroSource
@LusRetroSource 3 жыл бұрын
If a playing Gameboy on the SNES is called the "Super Gameboy." What do you call playing NES on the SNES? Is it a Super NES?!!!!! I'm confused. Anyway, this is so impressive! Especially getting games with mappers running.
@ikaruga
@ikaruga 3 жыл бұрын
There was a Game Boy Adapter for NES in the works. But it was scrspped, due to SNES getting Super Game Boy. But a NES Boy would have been fun!
@PrimedPixelMusic
@PrimedPixelMusic 3 жыл бұрын
@@ikaruga I didn't know about this? Any more info you got on hand?
@ikaruga
@ikaruga 3 жыл бұрын
@@PrimedPixelMusic www.nesworld.com/news/biedermangb.jpg A picture of the adapter. I dont know very much about it. I know there is a scan on a article online somewhere. Maybe I do. What would you like to know?
@marsilies
@marsilies 3 жыл бұрын
@@ikaruga There was the Wideboy adapter for NES, which developers used. devkits.handheldmuseum.com/GB_Wideboy.htm The one you pictured was planning on translating the Z80 code to 6502, so it seems very similar to Nested. www.nintendoworldreport.com/forums/index.php?topic=43419.0
@ikaruga
@ikaruga 3 жыл бұрын
@@marsilies Thatvwideboy thing I have heard of before. Also one for N64.
@Bakamoichigei
@Bakamoichigei Жыл бұрын
Do you suppose it'd be possible to adapt this to create a passthrough cartridge to play actual Famicom/NES carts directly? Like make it a ROM that runs on the passthrough cart, and accesses the ROMs of whatever cartridge you plug in? 🤔
@BushidoBrownSama
@BushidoBrownSama 2 жыл бұрын
if this guy wants a challenge he should get Genesis/Mega Drive games to run on Sega Saturn which has all of the main CPUs of Genesis/Mega Drive & all upgrades as in Saturn has a faster 68k & faster SH2s.
@petersatarigames2821
@petersatarigames2821 3 жыл бұрын
Using a backward compatible CPU is one thing, but you need to consider that the graphics and sound co-processors now work different also. 6502 memory mapping usually has chip registers at specific memory locations. When you go from one system to another, these get moved around and the original program is useless until to gets modified to work with the new hardware. Bit color depth is changed, maybe 1bit or 2bits (3 colors) per pixel on the NES vs 4bit (16 colors) or 8bits (256 colors) on the SNES. Nintendo did port Super Mario Brothers game series to Super Mario All Stars on the SNES with upgraded graphics, but all the stuff remained in the same locations. Sound Chips, number of voices changes, and control registers vary greatly from all the different audio chips.
@koigoi
@koigoi 3 жыл бұрын
I don't think this is entirely an emulator. To me, this seems like a translation layer, utilizing the SNES graphics architecture and other various protocols to step in for the NES ones. I think the emulation only begins once the custom chips found on some NES games are present for the game to function. But even still, if it takes modifying the rom for it to even boot, then isn't that just a rom hack with different pointers? At no point did you have to load up software to play them from the SNES in real time.
@Ehal256
@Ehal256 3 жыл бұрын
It has a full recompiling emulator that runs on the SNES, but there is a separate tool that does some beforehand translation and optimization.
@thegreathadoken6808
@thegreathadoken6808 3 жыл бұрын
Personally, I'm holding out for the project that allows SNES games to run on the NES. Oh, and the name of the character in Adventure Island is 'Master Higgins'
@uncledot1868
@uncledot1868 3 жыл бұрын
In Japan, he is called Takahashi Meijin (Master Takahashi), named after Toshiyuki Takahashi, a former Hudson Soft executive. They changed his name to Master Higgins for the American release
@dan_loup
@dan_loup 3 жыл бұрын
That probably would need a really, really ,really beefy mapper
@thegreathadoken6808
@thegreathadoken6808 3 жыл бұрын
@@uncledot1868 I definitely like Master Higgins better. It's the furthest thing from what a kid like that would actually be called that it's possible for me to think of. It's perfect.
@Fighter_Builder
@Fighter_Builder 3 жыл бұрын
Someone did just that with a Raspberry Pi a few years ago. Check out the video "Reverse emulating the NES to give it SUPER POWERS!".
@gblargg
@gblargg 2 жыл бұрын
I think someone piped the video output of a PC into the NES PPU. These devolve into exercises in absurdity, even though technically possible.
@ACameronUK
@ACameronUK 3 жыл бұрын
Some people are just so very clever ☺️
@ToTheGAMES
@ToTheGAMES 2 жыл бұрын
Why is in the interview throughout the video your voice only left channel? XLR mic not mixed down to mono? It puts me off 😂
@jamielewis4321
@jamielewis4321 2 жыл бұрын
I have a FC Twin that plays both NES and SNES games. It has 2 cartridge slots and uses SNES controllers for both. I ve always wondered what it would have been like have the FC Twin back in 1991.
@skRapKlan
@skRapKlan 2 жыл бұрын
This is really amazing! Thanks for the video and letting me know about this project!
@chowmein0941
@chowmein0941 3 жыл бұрын
Super wrecking crew on the super famicom had a original wrecking Crew mode and it's exactly like the NES wrecking crew.
@johneygd
@johneygd 3 жыл бұрын
Wrecking crew was straightly ported to the snes, it probably uses mode 1 and the 1st background layer to make it work,while the psg audio had to be digitised first before it could work with that game,also all adress registers had to be line up with that of the snes cpu to make wrecking crew fully work on the snes, so if nintendo wanted, it, they could,ve make nes games compatible on the snes the hard way😁
@VinsCool
@VinsCool 3 жыл бұрын
This is really impressive! One fine example of "This is an incredibly stupid idea and I will make work because I can!" Lol
@Edexote
@Edexote 3 жыл бұрын
You are wrong. The SNES CPU is far from a souped up NES CPU. It has a lot of modern, for the time, features and it's not as slow as people think. It has several instructions that makes it punch above it's weight. The biggest bottleneck of the SNES was actually it's memory bandwidth and not it's CPU.
@CommodoreKulor
@CommodoreKulor 3 жыл бұрын
No, it pretty much is a souped-up NES CPU, that's accurate. There's nothing really wrong with that. It's got largely the same instruction set, just with the ability to switch the registers into a 16-bit mode, and it's clocked almost 2x the speed of the NES, so it's still a pretty substantial upgrade. I do agree that people give it way too much flak for being "too slow" though.
@starscreamsghost148
@starscreamsghost148 3 жыл бұрын
Made in Québec! Makes me proud!
@TheCoolDave
@TheCoolDave 3 жыл бұрын
Now the question I have. I have a NESRGB kit and upgraded the RGB on my 1-Chip SNES. What will give a better picture ? And what about battery save games ? Does it save games ?
@Nokia3310do
@Nokia3310do 3 жыл бұрын
I can't answer the first question but I've played Zelda on a real Super Famicom and yes, it does save
@launchedkode
@launchedkode 3 жыл бұрын
Conquest of Crystal Palace works on hardware. As does captain silver. thier are initial slight glitches which seem to disappear after a few seconds. But I’m testing lots via everdrive.
@Caolan114
@Caolan114 2 жыл бұрын
I was stunned to see my N64 emulate NES at full speed with no issues but SNES? this Is Insane
@billkendrick1
@billkendrick1 3 жыл бұрын
See also, the Asteroids arcade emulator for the also-6502-based Atari 8-bit computers. It runs the Asteroids ROM, and emulates the display, sound, and input. Seems like something similar is being done here. Neat stuff!
@MARIO-de9ew
@MARIO-de9ew 12 күн бұрын
does it use something similar to static recompilation?
@espfusion
@espfusion 3 жыл бұрын
This emulator is incredibly interesting. I'm looking forward to part two. I've been trying to get at least some idea of how it works from the source. It looks like it uses a dynamic recompiler aka JIT with the ability to recompile into ROM to enable reuse of the results aka static recompilation aka AOT. SNES's 128KB of WRAM would not be able to provide enough translation cache for all NES games so I think some static recompilation is necessary for compatibility with some games. I haven't yet tried running it myself so I don't really know how the static recompilation works, I assume it's by playing the generated SMC ROM in the author's custom SNES emulator on a PC for a while and letting it recompile stuff to ROM as you go? Since the SNES CPU offers so few clock cycles over the CPU it goes without saying that the recompiled code has to be as close as possible to a 1:1 match in instructions to the original code, and the emulator can't spend much CPU time massaging data formats for the NES PPU, pAPU, mappers etc to something that works properly on the SNES. The emulator will need to inject additional code to figure out what to do with memory addresses and branch targets that can't be figured out at compile time, or that can but are known to target specific I/O locations. Hopefully most other instructions can be native-ish. There are some aspects of the 6502 that should make this a little easier on the emulator. Zero page and absolute address modes can be determined at compile time. Zero page and absolute indexed generally can't be but because the index is only 8-bit the range of addresses is heavily bounded which should often be enough to still determine a direct translation. I thought I'd seen some profiling on NES or at least some other 6502 program frequency of address mode usage but I couldn't find anything. But I think indirect addressing modes are a fairly small percentage of memory accesses.
@Myself086
@Myself086 3 жыл бұрын
Static recompilation works by first playing the NES game on any SNES emulator or on original hardware then importing the SRM file into the exe. The exe itself contains part of my SNES emulator, minus I/O, to emulate the recompiler so I don't have to write it in 2 different programming languages.
@espfusion
@espfusion 3 жыл бұрын
@@Myself086 So the emulator saves branch targets to save RAM which the exe uses to perform static recompilation (via emulating the enulator)?
@Myself086
@Myself086 3 жыл бұрын
@@espfusion Yes but not every destination is saved. Branches are never saved. Jumps are only saved when crossing bank boundary and in ROM. Calls and indirect jumps are only saved when destination is in ROM. Branches and inbound jumps are solved immediately during recompilation. The goal is to record only the entry point for each sub-routine. These entry points are then used by the exe to recompile code. Recompiling into the ROM saves memory and runs faster due to lower memory latency from ROM. Sub-routines recompiled ahead-of-time aren't linked, each call or jump crossing bank boundary will reserve 4 bytes of RAM ahead-of-time.
@espfusion
@espfusion 3 жыл бұрын
@@Myself086 Thanks for the explanation, that makes a lot of sense. I'm used to using the same branch target tables for both direct branches that can be resolved internally by the recompiler and indirect branches that have to be resolved at runtime (and maybe generate new code). Never really occurred to be to have a table that only held the latter but it's clear that for static recompilation the former can be created again and doesn't have to be saved. Note when I say branch I mean all kinds of changes in control flow, both conditional/unconditional or direct/indirect. I can see how that's confusing for CPUs like 65xx where branch and jump are distinct instruction types. Do you have any stats on how many of the recompiled instructions aren't done 1:1/some idea of the overhead added in the recompiled code, or maybe some actual translated block examples? I love looking at that sort of thing from recompilers. One other question, is there any support for self-modifying code running in the NES's RAM? I don't know how much NES games actually ever do this and I'm sure if they do it'd be very limited since there's so little RAM anyway. I know PC-Engine games did it almost entirely only for setting up the added block move instructions (they have immediate operands) which would be moot on the NES. If you do support it or plan to I'd like to know the strategy.
@Myself086
@Myself086 3 жыл бұрын
@@espfusion I'm always very careful about counting overhead cycles and I try to come up with something better each time. Conditional branches are sometimes coupled with a jump, this results in the condition taking 3&5 cycles rather than 2&3. Reading ROM data adds a varying amount of cycles, there's also some optimization within the block of code to avoid testing memory range multiple times in a row. Indirect jump (opcode $6C) is one that I paid very close attention to, JMPiUnrolled.asm explains the entire overhead with cycle count and manages to take about 90 cycles depending on the game, I use 256 linear linked lists to find my destination. It's called "unrolled" because there's 64kb of repeating code just to speed up this instruction. Non-native return uses a variant of it since v1.3 and has had a major improvement on its overhead. Code running in RAM is read by an interpreter, it only supports jumps for now as a lot of games store jump instructions in RAM but I will be adding more to it as time goes on. Kirby's Adventure has some modifying code in RAM but it shouldn't be a big hit on performance. There's an option to recompile code stored in PRG RAM (6000-7FFF) because Zelda 1 stores some static code there. I intend to add more options based on the challenges I face, maybe some option to tell the recompiler where the self-modifying code is if it gets that bad.
@ropersonline
@ropersonline 2 жыл бұрын
Ten months later: Still waiting for that part II to spill the technical beans. skeleton.jpg
@henryfleischer404
@henryfleischer404 2 жыл бұрын
I looked at the compatibility list, and it says it can't run RECCA. Not surprising. I pretty much use that game to judge if an emulator is good or not, but this time I'll make an exception because it's running on a SNES.
@Suhadisgood
@Suhadisgood 2 жыл бұрын
That’s not the super NES that’s the super Fanicom I own both consoles and who plays on the old consoles instead of the new improved consoles such as the Xbox series X who’s got quick resume game pass with first party games or the PS5 im done with the old gen consoles their great for children to get to see how we used to play games in the 80’s 90’s you should know you can hack the Super Nintendo Nintendo classic and add the entire collection no need to blow in the cartridges anymore
@PhirePhlame
@PhirePhlame 3 жыл бұрын
Didn't companies like Retrobit also do those SoC-based adapters?
@Sh-hg8kf
@Sh-hg8kf 3 жыл бұрын
Ive tried listening hard at the smb3 segment but couldnt clearly hear if the dpcm samples were playing and suppported or not. Can anyone confirm if it has dpcm support?
@Myself086
@Myself086 3 жыл бұрын
Not supported yet.
@Sh-hg8kf
@Sh-hg8kf 3 жыл бұрын
@@Myself086 I see
@TreJowy
@TreJowy 2 жыл бұрын
Sness? Ooooh, you mean the S.N.E.S. Gotcha
@JoSephGD
@JoSephGD 2 жыл бұрын
Both systems are already very close to each other. Both use 6502-based code and both have the exact same screen resolution, so the main issue is converting graphics and sound data to work on the SNES.
@lamelama22
@lamelama22 3 жыл бұрын
When I first found out the SNES was originally designed to be backward compatible and later when I saw someone port the original Super Mario to the SNES and it was 1:1 except for the sound which used SMAS sounds, I thought about making a Game Genie - like adapter, using period parts, that would allow backwards compatibility. Because of the backwards compatible CPU, the code can be run directly (other than 1/2'ing the clock rate), and I believe the PPU (aka GPU) calls map almost directly, maybe with a little translation required. The major hiccup is the sound - I think this is where they abandoned compatibility when designing the SNES; the adapter would basically generate the NES sounds & then load them into the SNES sound chip. It might still be fun to do, but I'm not sure it would be worth the effort. I'm interested to look at the emulator being worked on here; I'll be honest I'm not sold on the approach, if he has to do generation/patching on the NES roms anyway - why not just make a tool that translates the NES ROMS to the SNES? It seems like that would be way easier, more straight-forward, have less bugs, and more compatibility.... you could also translate from say, the Genesis...
@CommodoreKulor
@CommodoreKulor 3 жыл бұрын
"you could also translate from say, the Genesis" -- The difficulty there is, the SNES CPU works similarly enough to the NES CPU that you can translate a lot of the instructions without doing anything too drastic, they're based on the same architecture. The Genesis CPU works in a completely different way, so you'd end up needing a lot more instructions to get the same behavior, which would end up being way slower.
@tarstarkusz
@tarstarkusz 3 жыл бұрын
Do you have a "games that push the limits" video on the PC 5150?
@JinnaiT
@JinnaiT 3 жыл бұрын
man that was an awful computer to play games on
@tarstarkusz
@tarstarkusz 3 жыл бұрын
@@JinnaiT I disagree. Plus, to the extent that it is, it doesn't have to be. Yeah, you could get really shitty 4 color palettes, but you could also get full 16 color palettes on composite. Sound you are kinda stuck, at least in the early days. Of course, I would be just as happy with a "push the limits" video on the Tandy 1000 line. But this also isn't really a single platform. The Tandy lineup had a bunch of different models with varying capabilities ranging from 5150 class (though with "tandy" sound and graphics) all the way to a 386.
@MrMegaManFan
@MrMegaManFan 3 жыл бұрын
I'll have to try this on an EverDrive myself but hats off for the accomplishment whether it's compatible with real hardware or not.
@SomeBlokeOrWhatever
@SomeBlokeOrWhatever 3 жыл бұрын
Y'know, I wonder why Nintendo never bothered with a Powerbase converter equivalent for the SNES. Like, I know that it's not fully backwards compatible because despite the main CPU being similar, the _everything else_ isn't there (unlike the Powerbase which is just a passthrough as the Mega Drive DOES have all the chips necessary to run Master System stuff), but Nintendo was never shy of selling weird expensive peripherals. And THEY wouldn't have to do all the reverse engineering that the chinese or modern devs have to do. :P
@therealsnowwhite1937
@therealsnowwhite1937 2 жыл бұрын
Reminds me of that news interview with a mother who said she won’t be buying her son an SNES if it meant having to buy a new console to play new games or something.
@plusultra6199
@plusultra6199 Жыл бұрын
I tried Ducktales 1& 2 and Talespin and they don't work. Mario Bros 1 & 2 works fine though.
@uhhh_adam
@uhhh_adam 2 жыл бұрын
can anybody get astro ninja man to work. also im using 1.4.2 and ms pacman isnt really working the title screen shows but buttons arent responding :S
@Flavorwave_Turbo
@Flavorwave_Turbo 3 жыл бұрын
It’s really been a great era for emulation advancements
@Nikku4211
@Nikku4211 3 жыл бұрын
It's a shame Earthbound 0, another MMC3-native game, just plain doesn't work even if I disable NMI at VBlank. No interpreter failure, just a blank screen. Also which upscaler did you use with your SNES' RGB? Mine deinterlaces 240p unnecessarily.
@Sharopolis
@Sharopolis 3 жыл бұрын
Shame about Earthbound, but it compatibility should improve. I didn't use an upscaler, just straight in via SCART. I think I got lucky with that TV because most analogue sources look pretty good natively.
@Myself086
@Myself086 3 жыл бұрын
This game doesn't work due to a bug I haven't seen before. The game has code in CHR ROM, transfers it to PRG RAM (like Zelda 1) but the transfer fails because setting bit $8000.7 had no effect on reading $2007. It later hangs when opening menus, I'm guessing it's a mishandled IRQ.
@nensondubois
@nensondubois 3 жыл бұрын
There are lots of reasons why NES games are not directly compatible. a good analogy is that the SNES CPU is a shell and the emulator is the container. that runs the 6502. You have many hurdles that need to be resolved including 2a03 needing to directly communicate with the game for audio, you will need to emulate the memory mapped locations and additional functions. that is just the beginning.
@ZipplyZane
@ZipplyZane 2 жыл бұрын
10:30 So I now have an idea of what game I'm gonna try to get Kosmic to speedrun.
@atomicskull6405
@atomicskull6405 2 жыл бұрын
Wait why would they need a separate video output for those "NOAC in an SNES cart" things when the SNES has a pixel buss on the cartridge port? All you'd need to do is write a small SNES program that takes the pixel output from the NOAC and puts it up as a graphics layer the same way the Super FX chip did.
@stephencox4509
@stephencox4509 3 жыл бұрын
This strikes me as a "why would I ever want to do this?" type of project.
@FelipeBudinich
@FelipeBudinich 3 жыл бұрын
Being able to run them on the snes classic canoe emulator would make it worth it for me :)
@dbowl7111
@dbowl7111 3 жыл бұрын
@@FelipeBudinich you can already run nes games on that though
@FelipeBudinich
@FelipeBudinich 3 жыл бұрын
@@dbowl7111 yes, using retroarch. But I prefer the stock emulator (save states, rewinding, attract mode, better integration with the UI, etc).
@higamitakaro
@higamitakaro 2 жыл бұрын
means NES games can be playable on NEC PC Engine.
@JohnnyRebel1776
@JohnnyRebel1776 2 жыл бұрын
If the super gameboy adapter works why can't something similar be made for NES games?? What's the difference is what i'm asking.
@Chicomite
@Chicomite 3 жыл бұрын
I'm only a third of the way into the video, but theoretically could you put this on an Everdrive and put NES roms in it's folder and have them work? I know other consoles have done similar stuff, I think there's even an NES emulator for the Genesis/MegaDrive Everdrive. But to have all your 8 and 16 bit Nintendo games on one cartridge/SD card sounds cool.
@launchedkode
@launchedkode 3 жыл бұрын
Yes it works but it s hit and miss if the game runs properly or at all. Case of sifting through and testing It even runs hacks and homebrew through everdrive but BBC again some work some don’t
@johneymute
@johneymute 3 жыл бұрын
The latest version is nesterd v1.3 but i don’t see see the projected nested exe and project nested smc file, I only see those files on nested v.1,0.2 Why are those files missing in the other versions??? Yes i tryed to combine the source code zip and source code tar file with the nested v1.3 no it did not work, So what am supposed to do??? do i have to manually or automatically update the program, do i have to replace it with newer version, or do i have to wait untill those nested project exe and nested smc file from v1.3 are availible?? It just drives my insane because as of now i was only able to convert a few nes games into snes format with version 1.0.2.
@Sharopolis
@Sharopolis 3 жыл бұрын
This is the latest release from the github page github.com/Myself086/Project-Nested/releases/download/v1.3/Project_Nested.rar This rar file has the PC exe and the SMC file for 1.3.
@Sharopolis
@Sharopolis 3 жыл бұрын
GitHub pages are a bit confusing sometimes.
@johneymute
@johneymute 3 жыл бұрын
@@Sharopolis well thanks alot for responding but i can’t open it i am stack am afraid.
@johneymute
@johneymute 3 жыл бұрын
@@Sharopolis hi you mentioned in some of your massages that with nested v1.4 ,nes games wich do not require any prg ram should also work just fine now with 8KB srm, But i really can’t find any list with nes games wich uses prg ram , Do you know any of them ? Also do you know if supermariobros 3 uses prg ram? If not,then i consoder it strange why it crashes at certain points in the game such as on the airship, Also you mentioned that games such as ducktales should work now ,but so far duck tales 1 still hangs after the map screen while ducktales 2 hangs once you use the cannon on the ship and the bsod says that that such execution code is not supported(yet) Also i don’t get metroid to work on my powerpak all i get is just a black screen,whether i used nested v1.3 or v1.4 despite i followed the instructions,trough they do work on snes9x ,but the pal version don’t work on either of them just a black screen,also if i add 32KB of srm to the us version rather then 8KB of srm ram, it doesn’t work just a black screen on both snes9x & powerpak, Also it would be great to have a list with flashcards wich are compatible with certain nes games along with certain version of nested and wich not, sure it may take agesbut it will be more clearer to anyone at what to use and what not, Thanks alot.
@bmkretrogaming7634
@bmkretrogaming7634 3 жыл бұрын
Great video! I'm not surprised at all that this is being done. Nintendo briefly considered making the Nintendo NES a 16 bit console rather than an 8 bit console at first, but ended up deciding against it think it might be too much of a leap for gamers considering what had come in gaming already. Thus that at least some Nintendo NES games could be played on the Nintendo SNES through emulation, or other means makes sense.
@Jkoziol72577
@Jkoziol72577 2 ай бұрын
I've seen NES games played on super Nintendo. Case in point Ninja gaiden trilogy. I remember having that ROM and it was running the actual NES games on the super Nintendo I don't know if it was emulation or what exactly was going on here but it was running them
@skins4thewin
@skins4thewin 3 жыл бұрын
Hell, I've got an AV Famicom modded with the Hi-Def NES HDMI kit, so my NES output looks just fine, thanks. That being said, I most definitely plan to test this using my FXPAK Pro on my Analogue Super NT!
@johneysupergd7796
@johneysupergd7796 3 жыл бұрын
What i found really odd is that despite the list claims that ms pacman now fully works via v1.3, but it still get’s stuck after the title screen when pressing start, it only works after a few dozens of resets wich differs everytime, but even then after getting gameover, the game just get’s stuck again,with no BSOD massage . This is weird, Do i have to change settings from the v1.3 or something,if so is there a list of different memory settings per game? Thanks alot.
@Myself086
@Myself086 3 жыл бұрын
You're playing the Tengen version which wasn't listed on the spreadsheet. Thanks for letting me know!
@johneysupergd7796
@johneysupergd7796 3 жыл бұрын
@@Myself086 oke thanks for mentioning that, am gonna try it out as soon am home😁
@johneysupergd7796
@johneysupergd7796 3 жыл бұрын
Heey buddy, can you explain why i don’t get supermariobros 3 work when starting at level 1??? I tryed disabling the nmi mode vblank mode,but even that did not help getting it work any better, i used version 1.3,,so how do you get so far in mario 3 on snes??? According to the list ,only the spade and roulette game should crash the game,but mine still crashes early on in level 1, Also adventure island doesn’t work at all,so how do you get sooo many mmc3 nes games just work fine on snes??? Do have a list of settings for each specefic compatible nes game??? I ask this because a google search does not help, Final note: i tryed both the japanese and us version of mario 3, but no luck getting far into level 1, Thanks alot.
@Myself086
@Myself086 3 жыл бұрын
@@johneysupergd7796 What error message do you get with SMB3? If it's "Out of Memory", as it should for this game, then follow the instructions in the second paragraph. It's possible that you get a somewhat uncommon crash with v1.3 based on the order of things you do within the game. Are you playing on Super Everdrive? I asked 2 people to do some tests the other day and one Super Everdrive didn't support 16kb SRAM. Meaning that some mappers will crash due to memory conflict. Adventure Island 1 doesn't work, only 2. The list of settings for each game is on the compatibility sheet.
@johneysupergd7796
@johneysupergd7796 3 жыл бұрын
@@Myself086 i used a pal snes but that shouldn’t matter since all other nes games runs just fine on it, and yes i do get an error massage saying “full of memory” in v1.3 And yes i tryed adventure island 2 but it just crashes I checked the compatibility list and it says that for supermario 3 i have to disable NMI v blank wich i did,but it just still crashes at the beginning of level 1, So i am really really sceptical/concerned about these settings,
@DanVzare
@DanVzare 3 жыл бұрын
I remember back in the day, 1999-2001, I ended up with some NES roms that had been converted to work on a SNES emulator. Now, the sound didn't work, and the games were all simple games that didn't have any custom-chips, we're talking Mappy and the original Mario Bros. But they worked pretty well. I have no idea if they would've worked on an actual SNES, but I think they would've. So playing NES games on a SNES, certainly isn't anything new. Still, it's impressive to see. Also, finally I know why the SNES has such a crappy processor! I just thought it was to save on money. But it turns out that it was because they had plans to have backwards compatibility.
@gblargg
@gblargg 2 жыл бұрын
Super Mario All-Stars was the best example of this. They were very likely modified to use SNES graphics ports, and the music engine replaced.
@DanVzare
@DanVzare 2 жыл бұрын
@@gblargg To my knowledge, Super Mario All-Stars pretty much reuses almost all of the original code from the original games. The only reason the physics on the Mario 1 remake is slightly different (Mario rises slightly when he breaks a brick instead of bouncing down), is because some idiot reversed a variable by mistake during the conversion. Instead of removing a number from the Y variable, it adds it. There's even a hack that corrects the bug. It's literally just a single + that needs to be a - in the code.
@DragonUltraMaster
@DragonUltraMaster 3 жыл бұрын
What about the Super 8 adaptor for the SNES? It runs both NES and Famicom games.
@dnocturn84
@dnocturn84 3 жыл бұрын
There was a full NES clone console inside of that adaptor. Similar to how a Super Game Boy works and even more similar how those Chinese Mega Drive / Genesis adaptors for the SNES work. Besides power supply from the SNES, only controller inputs went through the SNES to the "hidden" clone inside of the Super 8 and video and audio out of it through the SNES, while NES audio and video actually went through an extra output of the Super 8.
@roasty80
@roasty80 2 жыл бұрын
i get interpreter failed bluescreen
@atomicskull6405
@atomicskull6405 2 жыл бұрын
Calling the 65816 a "16 bit version of the 6502" is selling it short like calling an 68000 a 16-bit version of the 6800. They're both the successors to an 8-bit predecessor sure but they are way more than just a 16-bit wide version.
@ehabcharek
@ehabcharek 3 жыл бұрын
it'd be very cool to convert that application into a hardware adapter I don't know how much processing power it needs, but regardless there's already an open source arduino based cartridge dumper, so code for that could be used to dump the rom into temporary memory, then convert that dump to an SNES rom on the fly more or less, would be so freaking dope. I wouldn't mind waiting a little bit for the game to load
@MajoradeMayhem
@MajoradeMayhem 3 жыл бұрын
Nice video! I look forward to learning even more about it.
@LokiScarletWasHere
@LokiScarletWasHere 2 жыл бұрын
Not sure if it's taking advantage of this, but NES games can be ported to the SNES mostly by adjusting the memory addresses for the ROM space, and replacing bank switching calls in larger games with pointers to the actual memory addresses. Makes LoZ run like a dream. So if it's by any chance reading the ROM and translating memory addresses, that would explain why the performance isn't dogshit.
@HipsterBlackMetalOfficial
@HipsterBlackMetalOfficial 2 жыл бұрын
Nothing really new. Anthrox and Swat tried to emulate NES onto the SNES in the 90s and there are many mapper 0, A&S nes hack conversions out there. Only thing is the sound was non existent or an original loop on those roms. Then there was a Korean multicart that had a bunch of NES games emulated very well, with slightly more color but have a weird sound font.
@pchering
@pchering 2 жыл бұрын
Tested last night and worked on my cfw Super Nt reading from the SD card.
@VOAN
@VOAN 2 жыл бұрын
I remember receiving a Chinese Super NES cartridge loaded with over 500 NES roms on it that could be play on my Super NES console. So yeah I think you could play more NES games on Super NES just not natively.
@matthewrease2376
@matthewrease2376 2 жыл бұрын
You should definitely check out what Sethbling recently did. Ran the original SMB game code in SMW, using an ACE exploit.
@ViewpointProd
@ViewpointProd 2 жыл бұрын
the photos of the SFC and what people claim was an add-on, it's litterally just a redesigned famicom with the same aesthetics as the famicom, much like the NES 2
@rfigueroa1247
@rfigueroa1247 2 жыл бұрын
Wow that’s dope as fuck. I always wanted backwards compatibility on Nintendo systems but I guess back then it would’ve costed a fortune to do. I’m surprised nobody in the gaming community has came up with a solution besides what’s already out there to create an adapter that lets you use your own carts via either emulation, fpga, or either from actual cpu and ppu chips like how the super Gameboy was made.
@stphinkle
@stphinkle 3 жыл бұрын
I think Nintendo originally was going to make NES games compatible with the Super NES but decided to go against it. That is why Nintendo chose an R5A22 CPU, as it is a 65C816 derivative which is comptaible with 6502 and 65C02 instructions. The NES processor (N2A03) is a modified form of 6502.
@dnocturn84
@dnocturn84 3 жыл бұрын
Yes, and it's a shame that they abandonned backwards compatibility. Imagine a converter that allows you to play NES games on the SNES, like the Master System converter did on the Sega Mega Drive / Genesis.
@fungo6631
@fungo6631 3 жыл бұрын
How does this emulator handle unofficial opcodes, though?
@Sharopolis
@Sharopolis 3 жыл бұрын
Myself086 himself might be along to answer this, but I think it just recompiles them along with everything else. This doesn't run any code natively.
@Myself086
@Myself086 3 жыл бұрын
Only unofficial NOPs are supported but more can be done later. The 12 unofficial STP opcodes have been reused for patching purposes.
@Aeduo
@Aeduo 3 жыл бұрын
Can it run Grand Dad?
@marcianoacuerda
@marcianoacuerda 3 жыл бұрын
Yes. Also FLEENSTONS
@jeffreynowak8866
@jeffreynowak8866 3 жыл бұрын
Couldnt get wizardry 2 to run on nesticle in 2008...start screen would load but minute you would go into the maze it would crash : . (
@hdofu
@hdofu 2 жыл бұрын
my first thought was "how well is it going to handle mmc3?" then you immediately cut to it running to Super Mario Bros 3 and my jaw dropped.
@RetroFrito
@RetroFrito 3 жыл бұрын
I have a device called Super 8 that allows NES, Famicom, and Super Famicom to play on SNES. Doesn't need a separate power adapter, just works.
@renakunisaki
@renakunisaki 3 жыл бұрын
That still probably just has a miniaturized NES inside though.
@RetroFrito
@RetroFrito 3 жыл бұрын
@@renakunisaki Okay?
@RWL2012
@RWL2012 3 жыл бұрын
@@RetroFrito the point is, this video is about running NES games on the SNES *itself* !
@The_Conspiracy_Analyst
@The_Conspiracy_Analyst 10 ай бұрын
Oh that's weird. I mean it's cool and all, but I wonder why he made it an emulator instead of a virtual machine. The difference is he's interpreting 6502 code as it runs and sends the CPU an equivalent W65C816S instruction. I thought the W could run 6502 directly, unmodified (leaving the only thing needed to be done is altering memory addresses by the VM to present an environment representing the original hardware). AH! Maybe Nintendo's version of the W65C816S is slightly different?
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