mirror of https://github.com/bsnes-emu/bsnes.git
609 lines
21 KiB
Markdown
609 lines
21 KiB
Markdown
Before it can load a game,
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higan requires that all the game's data
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be stored correctly in
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[the Game Library](../concepts/game-library.md).
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For [regular games](#regular-games)
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this is simple,
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but some games require special treatment,
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especially games that make use of
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unusual hardware.
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Regular games
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-------------
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icarus can import games
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in the most commonly-used formats
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for each supported console,
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and also those same formats inside `.zip` files
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(as long as tthe `.zip` file contains only one game).
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More advanced compression formats
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like RAR or 7-zip are not supported.
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To import a game,
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open [the Library menu](../interface/higan.md#the-library-menu),
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choose "Load ROM File ..."
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to open [a filesystem browser](../interface/common.md#the-filesystem-browser),
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choose the ROM file of the game you want to play,
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and it will be imported into the library and start playing.
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**Note:**
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If you want to import many games,
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run icarus directly,
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or choose "Import ROM Files ..."
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from the Library menu
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(which just runs icarus anyway).
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See [the icarus documentation](../interface/icarus.md) for details.
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To play a game for a particular console from your library,
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open the Library menu,
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pick the console manufacturer submenu
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(Nintendo for the Super Famicom,
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Bandai for the WonderSwan,
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etc.)
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then choose the appropriate console menu item.
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A filesystem browser will appear
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listing all the games in your library
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for that particular console.
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Select the game you want to play
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and click the Open button,
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or just double-click the game,
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and it will begin playing as though you'd just turned on the console.
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**Note:**
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Sometimes
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the NTSC and PAL variants of a particular console
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behave differently,
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or the Japanese and American variants.
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When choosing a game from the Game Library,
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a drop-down list in the bottom-right of the filesystem browser
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allows you to choose which regional variation
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of the console it should emulate.
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For most consoles,
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higan can reliably guess which variant to use,
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and the list defaults to "Auto".
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Games with co-processor firmware
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--------------------------------
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Many games included extra chips inside the game cartridge,
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to provide enhanced capabilities of one kind or another.
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Sometimes,
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those extra chips were separate CPUs
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running their own separate firmware,
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and for those cases
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higan requires a copy of the co-processor firmware
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as well as the actual game.
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Unfortunately,
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like games themselves,
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co-processor firmware cannot legally be distributed,
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so you'll need to obtain
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copies of the relevant firmware data
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yourself.
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To import a game that requires co-processor firmware,
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you must copy the required firmware files
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beside the game you want to import.
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For example,
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if you want to import Megaman X2,
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which is stored in the file `mmx2.sfc`,
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the file `cx4.data.rom`
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must be placed in the same folder
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for the import to succeed.
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Wikipedia [lists which Super Famicom games use which co-processors][wpec],
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although not all co-processors require separate firmware.
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Once you've figured out which co-processor
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(if any)
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is used by the game you want to import,
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here's the firmware files you'll need:
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[wpec]: https://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips#List_of_Super_NES_games_that_use_enhancement_chips
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<table>
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<thead>
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<tr>
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<th>Co-processor</th>
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<th>Filename</th>
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<th>Size (bytes)</th>
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<th>SHA256</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<th scope="row">CX4</th>
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<td><code>cx4.data.rom</code></td>
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<td>3072</td>
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<td><code>ae8d4d1961b93421ff00b3caa1d0f0ce7783e749772a3369c36b3dbf0d37ef18</code></td>
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</tr>
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<tr>
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<th scope="row" rowspan=2>DSP1/1A<br><sup>See Note 1</sup></th>
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<td><code>dsp1.data.rom</code></td>
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<td>2048</td>
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<td><code>0b5da6533e55852ee8fc397977ec5576c5b9f1fb2e05656d8f87123a121b076e</code></td>
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</tr>
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<tr>
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<td><code>dsp1.program.rom</code></td>
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<td>6144</td>
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<td><code>269584b347a22953a2989494c850a7c1c027f4ca5add517a60e0c7d8833d0fac</code></td>
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</tr>
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<tr>
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<th scope="row" rowspan=2>DSP1B<br><sup>See Note 2</sup></th>
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<td><code>dsp1b.data.rom</code></td>
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<td>2048</td>
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<td><code>8546cbac530830446bb8a277f6b139d4ad64d650bdbac7e4e150e2f095665049</code></td>
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</tr>
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<tr>
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<td><code>dsp1b.program.rom</code></td>
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<td>6144</td>
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<td><code>2eccb54a8f89374911f7e2db48f1b4cde855655e28103f7bda2982a5b418a187</code></td>
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</tr>
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<tr>
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<th scope="row" rowspan=2>DSP2</th>
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<td><code>dsp2.data.rom</code></td>
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<td>2048</td>
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<td><code>3beef9bffdc1e84c9f99f3301d8bd3e520d2e62909a995320f9faeae8f46ec11</code></td>
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</tr>
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<tr>
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<td><code>dsp2.program.rom</code></td>
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<td>6144</td>
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<td><code>62a2ef8d2d7db638f4ec0fbcebf0e5bf18a75ee95be06e885d9519a10487f0da</code></td>
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</tr>
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<tr>
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<th scope="row" rowspan="2">DSP3</th>
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<td><code>dsp3.data.rom</code></td>
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<td>2048</td>
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<td><code>7fe51796e9c97fee1fa2aab40592b7c78997f67dd00333e69d0f79a12f3cb69f</code></td>
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</tr>
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<tr>
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<td><code>dsp3.program.rom</code></td>
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<td>6144</td>
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<td><code>aea7b622e7c1de346cb15d16afcbedf92b6798507e179f83ed2a4cff40d0e663</code></td>
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</tr>
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<tr>
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<th scope="row" rowspan="2">DSP4</th>
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<td><code>dsp4.data.rom</code></td>
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<td>2048</td>
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<td><code>ef3ffb4256dd896a60213269b4e2d3bdd120c97e2fd623bddabbf43c2be422af</code></td>
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</tr>
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<tr>
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<td><code>dsp4.program.rom</code></td>
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<td>6144</td>
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<td><code>89b1826e6038be3a0ea0f923e85d589ff6f02dc1a1819fb2ec8c0cea5b333dcd</code></td>
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</tr>
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<tr>
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<th scope="row" rowspan="2">ST010</th>
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<td><code>st010.data.rom</code></td>
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<td>4096</td>
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<td><code>dc7056a51b53993d7a8ba5bacf9501f785d2fce5e5be748e9ff2737c5938d4a5</code></td>
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</tr>
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<tr>
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<td><code>st010.program.rom</code></td>
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<td>49152</td>
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<td><code>2c1f74bb5f466d81c64c326e71ac054489efe1abc9a5d6f91aac7747f2ddab67</code></td>
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</tr>
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<tr>
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<th scope="row" rowspan="2">ST011</th>
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<td><code>st011.data.rom</code></td>
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<td>4096</td>
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<td><code>b5377d1bebe8adc507a024b6e2b9b8fdf4877e451da84fbad05dff4e4a70311e</code></td>
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</tr>
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<tr>
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<td><code>st011.program.rom</code></td>
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<td>49152</td>
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<td><code>d90a5cda380e81cb9ba11a9da7539b173c49b31bedc7a3ac9c3c8b3f97e89e14</code></td>
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</tr>
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<tr>
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<th scope="row" rowspan="2">ST018</th>
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<td><code>st018.data.rom</code></td>
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<td>32768</td>
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<td><code>b5377d1bebe8adc507a024b6e2b9b8fdf4877e451da84fbad05dff4e4a70311e</code></td>
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</tr>
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<tr>
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<td><code>st018.program.rom</code></td>
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<td>131072</td>
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<td><code>d90a5cda380e81cb9ba11a9da7539b173c49b31bedc7a3ac9c3c8b3f97e89e14</code></td>
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</tr>
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</tbody>
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</table>
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**Note 1:**
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The DSP1 and DSP1A are physically different,
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but the firmware inside is identical.
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**Note 2:**
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The DSP1B is very similar to the DSP1A,
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but has some bugs fixed.
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Note that icarus' heuristics cannot distinguish between
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a game that uses DSP1
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and one that uses DSP1B,
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so if it cannot find your game in its manifest database,
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it will assume it uses DSP1B.
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Many games work just as well with either DSP1 or DSP1B,
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but Pilotwings is a notable exception.
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If you try to import a game
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using the "Import ROM Files ..." option
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in [the Library menu](../interface/higan.md#the-library-menu)
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(or using icarus directly)
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but do not have the required firmware files
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in the correct place,
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a window will appear saying
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"Import completed, but with 1 errors. View log?"
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(or howevery many games were lacking the correct firmware).
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If you press "Yes",
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a new window will appear listing the games that couldn't be imported,
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and at least one firmware file that was missing or incorrect, like this:
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> [smk.zip] firmware (dsp1b.program.rom) missing or invalid
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If you try to import a game
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using the "Load ROM File ..." option
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in [the Library menu](../interface/higan.md#the-library-menu)
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but do not have the required firmware files
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in the correct place,
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nothing will happen,
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and higan will just sit there
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with "No cartridge loaded" in
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[the status bar](../interface/higan.md#the-status-bar).
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Once a game with co-processor firmware is imported,
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you can play it just like any [regular game](#regular-games).
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Satellaview games
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-----------------
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The [Satellaview][wpbsx]
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was a satellite modem peripheral
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released for the Super Famicom in Japan.
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As well as the actual modem
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(designed to sit underneath the Super Famicom),
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it also included a cartridge
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with software to control the modem,
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browse online services,
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and download games and data.
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This control cartridge was called
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*BS-X Sore wa Namae o Nusumareta Machi no Monogatari*,
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which translates as
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*BS-X The Story of The Town Whose Name Was Stolen*.
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[wpbsx]: https://en.wikipedia.org/wiki/Satellaview
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The control cartridge had a slot that accepted
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rewritable "memory paks",
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so that people could store the games and data they downloaded.
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A small number of games that did not use the Satellaview modem
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also had a memory pak slot,
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so the game's publishers could
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publish extra content for the game
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via the Satellaview service
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after the game's release.
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For the benefit of people who didn't own a Satellaview
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some read-only memory paks
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were sold in retail stores
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containing extra content for specific games.
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Importing a game that has a slot for a memory pak
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is just like [importing a regular game](#regular-games).
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Importing a memory pak is like importing a regular game,
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but the name of the memory pak file *must* end in `.bs`
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(if it's in a `.zip` file,
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that's OK,
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but the name *inside* the `.zip` file
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must end in `.bs`)
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in order for it to be successfully imported.
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Sometimes memory pak filenames end in `(BSROM).sfc`,
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which will make higan try to import them as
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regular Super Famicom games,
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and fail miserably.
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Rename the file and it should work beautifully.
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Playing a game that has a slot for a memory pak
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is just like playing a regular game,
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but after you have selected which game you want to play
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higan will open another
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[filesystem browser](../interface/common.md#the-filesystem-browser)
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to let you pick which previously-imported memory pak
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you want to insert into the game.
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If you press "Cancel" at this point,
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the game will load without any cartridge in its memory pak slot.
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If you load the control cartridge into higan,
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make sure the emulated Satellaview
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is connected to the emulated Super Famicom's expansion port
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by going to the "Super Famicom" menu,
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selecting the "Expansion Port" sub-menu,
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and choosing "Satellaview".
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If the expansion port was previously
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configured with a different option,
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power-cycle the Super Famicom
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(also in the "Super Famicom" menu)
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to make sure the control cartridge will find the Satellaview
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when it starts up.
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Note that higan's Satellaview emulation is not very accurate,
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so the control cartridge may not work as it should.
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Playing a memory pak on its own doesn't make much sense,
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it's not a standalone cartridge.
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Play a game with a memory pak slot,
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and choose which memory pak you want when higan asks for it.
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For more information about the Satellaview service,
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a translation patch for the control cartridge
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and emulators that do a better job of Satellaview emulation,
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see [the BS-X Project](https://bsxproj.superfamicom.org/).
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Sufami Turbo games
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------------------
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The [Sufami Turbo][wpst]
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was a special cartridge released
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for the Super Famicom in Japan.
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The Sufami Turbo on its own does nothing,
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but it has two slots in the top
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that accept Sufami Turbo mini-cartridges.
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The game in slot A is the one that actually plays,
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but some games can make use of additional data
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from a game in slot B.
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Importing the Sufami Turbo cartridge
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is just like [importing a regular game](#regular-games).
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Importing a mini-cartridge is like importing a regular game,
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but the name of the memory pak file *must* end in `.st`
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(if it's in a `.zip` file,
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that's OK,
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but the name *inside* the `.zip` file
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must end in `.st`)
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in order for it to be successfully imported.
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Sometimes memory pak filenames end in `(ST).sfc`,
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which will make higan try to import them as
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regular Super Famicom games,
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and fail miserably.
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Rename the file and it should work beautifully.
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To play a Sufami Turbo game,
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load the Sufami Turbo cartridge like any other game.
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higan will open another
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[filesystem browser](../interface/common.md#the-filesystem-browser)
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to let you pick which previously-imported mini-cartridge
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you want to insert into slot A.
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If you press "Cancel" at this point,
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the Sufami Turbo cartridge will boot without anything in slot A,
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which just displays an image telling you
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to turn off your Super Famicom,
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insert a game into slot A,
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and try again.
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If you chose a cartridge for slot A,
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higan will yet open another
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filesystem browser
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to let you choose a mini-cartridge for slot B.
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If you press "Cancel" at this point,
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the Sufami Turbo cartridge will boot without anything in slot B.
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[wpst]: https://en.wikipedia.org/wiki/Sufami_Turbo
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Super Game Boy games
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--------------------
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The Super Game Boy was a special cartridge
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released for the Super Famicom
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(and all its regional variants around the world)
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that allowed Game Boy games to be played
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via the Super Famicom's controllers and video output.
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The Super Game Boy 2 was released in Japan,
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and had some minor extra features
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beyond the original Super Game Boy,
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but importing and playing games
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works the same way in higan.
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The Super Game Boy cartrige includes
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the complete hardware of an original
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(black-and-white)
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Game Boy,
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so it needs a boot ROM:
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<table>
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<thead>
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<tr>
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<th>Cartridge</th>
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<th>Filename</th>
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<th>Size (bytes)</th>
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<th>SHA256</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<th scope="row">SGB</th>
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<td><code>sgb.boot.rom</code></td>
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<td>256</td>
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<td><code>0e4ddff32fc9d1eeaae812a157dd246459b00c9e14f2f61751f661f32361e360</code></td>
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</tr>
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<tr>
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<th scope="row">SGB2</th>
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<td><code>sgb.boot.rom</code></td>
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<td>256</td>
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<td><code>fd243c4fb27008986316ce3df29e9cfbcdc0cd52704970555a8bb76edbec3988</code></td>
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</tr>
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</tbody>
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</table>
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Yes,
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the SGB and SGB2 have different firmware,
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but higan expects the same filename for both.
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To import the SGB base cartridge,
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you must copy the required firmware file
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into the same folder.
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Then you may import it just like
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[a regular game](#regular-games).
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To play a Game Boy game in Super Game Boy mode,
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load the Super Game Boy cartridge like any other game.
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higan will open another
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[filesystem browser](../interface/common.md#the-filesystem-browser)
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to let you pick which previously-imported Game Boy game
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you want to insert into the Super Game Boy.
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If you press "Cancel" at this point,
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higan will crash, so don't do that.
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Note that only games for the original, black-and-white Game Boy
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can be used with the Super Game Boy.
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Some games designed for the Game Boy Color
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were backward compatible with the original Game Boy
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and hence the Super Game Boy;
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see [Playing Game Boy Colour games in Game Boy mode][blackcarts]
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for details.
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[blackcarts]: ../notes.md#playing-game-boy-color-games-in-game-boy-mode
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MSU-1 games
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-----------
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The MSU-1 is a fictional expansion chip
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invented by higan's author byuu
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for use with Super Famicom games,
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designed to allow streaming data and audio.
|
|
Although the MSU-1 is not specific
|
|
to any particular storage medium,
|
|
it gives the Super Famicom similar capabilities
|
|
to CD-based add-ons
|
|
like the Mega Drive's Mega CD
|
|
and the PC Engine's CD-ROM²,
|
|
such as CD-quality music and full-motion video.
|
|
|
|
One thing to be aware of
|
|
when importing an MSU-1 game
|
|
is that early firmware versions
|
|
of the [SD2SNES][sd2snes] programmable cartridge
|
|
had a bug that caused MSU-1 music to play too quietly.
|
|
Skipping over [the full details][msu1vol],
|
|
the short version is this:
|
|
|
|
- If offered the choice between "boosted" or non-boosted audio,
|
|
you want the non-boosted version.
|
|
- If an MSU-1 mod for a commercial game offers
|
|
"emulator" and "hardware" versions of the patch file,
|
|
it means the audio tracks are already boosted.
|
|
- Some
|
|
[third](https://www.zeldix.net/t1265-#18320)
|
|
[parties](https://www.zeldix.net/t1339-#19818)
|
|
have created replacement, non-boosted audio tracks
|
|
for the most popular MSU-1 mods.
|
|
If the mod you want to play has a replacement pack,
|
|
use it with the "hardware" version of the patch.
|
|
- Even without access to non-boosted audio tracks,
|
|
it may be that the existing audio is only slightly boosted,
|
|
so try the "hardware" version first, for best quality.
|
|
- If the audio tracks are heavily boosted,
|
|
the "hardware" patch may sound terrible,
|
|
distorting and clipping,
|
|
in which case try the "emulator" patch.
|
|
|
|
To import an MSU-1 game:
|
|
|
|
1. If you have a single, large file
|
|
with the `.msu1` extension,
|
|
that is a pack for use with [Mercurial Magic][mermag],
|
|
which can automatically set up a game folder
|
|
in the correct format.
|
|
Go read Mercurial Magic's documentation
|
|
instead of these instructions.
|
|
2. Otherwise,
|
|
import the Super Famicom ROM with icarus,
|
|
[like a regular game](#regular-games).
|
|
- If this is a homebrew game with MSU-1 support,
|
|
there will probably be an ordinary ROM
|
|
whose name ends in `.sfc`,
|
|
which is the file you want to import.
|
|
- If this is a commercial game modded for MSU-1 support,
|
|
there will probably be a patch file
|
|
whose name ends in `.ips` or `.bps`.
|
|
Get a copy of the correct version of the commercial game,
|
|
apply the patch with a tool like [Flips][flips],
|
|
then import the patched file.
|
|
- If there's "hardware" and "emulator" versions of the patch,
|
|
see "One thing to be aware of..." above.
|
|
3. Find the game folder in
|
|
[the game library](../concepts/game-library.md)
|
|
that icarus created when it imported the game.
|
|
4. Copy the MSU-1 data file into the game folder.
|
|
- This should be named `msu1.rom`
|
|
- If there's no file by that name,
|
|
look for a file with a `.msu` extension
|
|
and rename it to `msu1.rom`.
|
|
- If there's no file ending in `.msu` either,
|
|
create an empty file named `msu1.rom`.
|
|
5. Copy the audio tracks into the game folder.
|
|
- If you have to choose between two sets of audio files,
|
|
see "One thing to be aware of..." above.
|
|
- These should be named
|
|
`track-1.pcm`,
|
|
`track-2.pcm`,
|
|
... `track-9.pcm`,
|
|
`track-10.pcm`,
|
|
etc.
|
|
- If there's no files with those names,
|
|
there should be other numbered `.pcm` files
|
|
that you can rename to match what higan expects.
|
|
- If the `.pcm` files have no numbers in the filenames,
|
|
there maybe a `.bml` or `.xml` file that lists
|
|
which number goes with which file.
|
|
- If there's no `.pcm` files at all,
|
|
that's OK,
|
|
this game probably just doesn't use the audio-playback feature.
|
|
|
|
Once the game folder is set up,
|
|
playing an MSU-1 game is just like
|
|
[a regular game](#regular-games).
|
|
|
|
[sd2snes]: https://sd2snes.de/
|
|
[flips]: http://www.romhacking.net/utilities/1040/
|
|
[msu1vol]: http://blog.qwertymodo.com/2017/07/the-msu-1-volume-fiasco-explained.html
|
|
[mermag]: https://github.com/hex-usr/Mercurial-Magic/
|
|
|
|
Patched games
|
|
-------------
|
|
|
|
The console emulation community
|
|
has a long and vibrant history of game modding,
|
|
or [ROM hacking][rhdn],
|
|
including fan-translations,
|
|
new levels for existing games,
|
|
and more.
|
|
Since distributing the modified versions of existing games
|
|
would be copyright infringement,
|
|
the changes are typically distributed as "patches",
|
|
a file containing a list of modifications to make,
|
|
that can be automatically applied by a "patcher" tool
|
|
like [Flips][flips].
|
|
|
|
higan does not support soft-patching,
|
|
so if you want to play a patched game in higan,
|
|
you will need to use a patcher to apply it yourself,
|
|
creating a new, patched copy of the game.
|
|
|
|
Then you can import and play the patched game just like
|
|
[a regular game](#regular-games).
|
|
|
|
[rhdn]: http://www.romhacking.net/
|
|
|
|
Game Boy Advance games
|
|
----------------------
|
|
|
|
Before you can play Game Boy Advance games,
|
|
you must provide a copy of the Game Boy Advance BIOS.
|
|
Unlike game-specific firmware,
|
|
the GBA BIOS was part of the console,
|
|
not the cartridge,
|
|
so it must be installed
|
|
[into higan](../install/general.md).
|
|
|
|
Once the GBA BIOS is installed,
|
|
GBA games can be imported and played just like
|
|
[any other games](#regular-games).
|
|
|
|
Note that some GBA games
|
|
have trouble with
|
|
[in-game saves](../notes#in-game-saves-and-the-game-boy-advance).
|