New Project Announcement and Release!
Thursday, December 25, 2025
Wow! It's been a year since I posted here. I didn't expect that. But... it makes sense. I like to do Christmas releases or announcements if I can. I generally don't start making a project with a goal for Christmas, but it its coming up then I try to focus on that as a deadline.
Enough of that! What is it that I am announcing today? Well... It's kind of a mixed bag. I understand that to some it will not be much, and to others it will be well appreciated. Largely due to the current focus that has allowed me to keep these projects alive, in focusing on those that support the projects the most! Strong community members and Patrons/Donators. THEY are who this update is primarily for. But also limiting this is that its a project with a narrow focus. Just the SNES NSO/Classics app. I worked on a project for that, because that's what I personally care about the most. I'm a huge SNES fan above all else.
Now... What is this project? Put simply... it's a brand new Full Unlock! What? No! Don't leave! Hear me out!
This Full Unlock is made entirely in C++. It replaces the old IPS patch version entirely. But with it, it brings along some new features, old lost features, and hope for even newer features in the future!
I should get this out of the way now. There are now going to be 2 versions of the Full Unlock. Normal and Plus. The normal one? It replaces the existing Full Unlock, and provides the same feature. Patching out the signature check that allows custom games to be played. But... It does do a little more than that!
Back in v1.0 of the app, and gone immediately in v1.1... the SNES app supported SFROMs made for the SNES Classic device (excluding PCM audio). It was not a huge feature, but nice. The Full Unlock then made a tweak to it to make it more compatible. But in v1.1 and after... The app and the Full Unlock lost that feature.
Now? I brought it back! The Full Unlock enables support for SNES Classic sfroms again!
Here's the thing though. It;s nifty and all... But not a huge deal. There is basically no reason to use a SNESC SFROM over a Switch SFROM. In fact, there is reason to use a Switch version instead. Really... This feature is just a novelty, or at best a catch all for when someone new to my projects accidentally outputs a SNESC SFROM.
So... yea. For the normal Full Unlock, it's kind of underwhelming. But... I suppose there is another feature. Just... the nature of this C++ version of the Full Unlock mod. With it, I was able to make it so that it is somewhat future proof! Meaning... you don't have to wait for me to update the mod every time a new version of the app is released. It's not 100% future proof, and I do plan to update the mod each time still... Just I shouldn't need to ASAP.
I basically have 2 forms of the signature check patching. Preset, similar to the IPS patches. Patching specific known addresses and instructions. And Dynamic patching. Code that scans for the data at unknown addresses and adapts. Preset is faster and more stable, Dynamic is slower but more flexible.
Ok. So that's the Normal version. What about the Plus version?
To preface, the Plus version will only be available to Patrons, and even then... a new tier. If you don't want to or can't support... sorry. Don't get your hopes up.
Moving on, the Plus version adds 2 new features currently.
First... To me, this is a big one! ExHiROM support!
Yea. Like SEGA wished it could live up to, I do what Nintendon't! NERD never added support for ExHiROMs to their canoe emu code. They could... But as there are only 3-4 official ExHiROM games, none that will likely ever be released on NSO... They didn't. Could they? Yes. Probably FAR easier than it was for me to add, since I had to reverse engineer a understanding of the code...
But whatever, I did it! This is something I have thought about for a LONG time. I always felt it was possible, but just beyond my skills. But with some persistence... I was able to figure it out.
ExHiROM support has been tested with 2 of the 4 official ExHiROMs, being Tales of Phantasia and Trials of Mana (a hack... and not released on cartridge in the 90s... but still official), And it has been tested with 2 fan ROM hacks. Crimson Echoes and Return of the Dark Sorcerer. The latter being significant as it is a full sized ExHiROM, and I had to ensure all 63.5Mb mapped correctly.
I always say to idiots who bash these Nintendo emus... That canoe supports like 99% of the SNES catalog. Don't include it with the likes of N64/Hovercraft. That basically, the only thing its truly lacking that it should have and is worth criticizing it for is... ExHiROM support. Well... No more! At least with my mod!
Now, there is one more feature for the Plus build right now. That feature is what is referred to as "Soft Patching". If you ever used ZSNES back in the day, you might be familiar with it. It's just... naming a .ips patch to the same name as your ROM, and then the emu only applies the patch at runtime. Not permanently changing your ROM. Canoe... with my mod... now supports that.
In CaVE Database Manager, right click a game and select Open Game Folder. Copy the IPS file there, and rename it to the Code value. Example, if your game has the code S-1234_e, then rename the IPS file to S-1234_e.ips. I mention using the code instead of the sfrom name (same thing), because... this does not require a sfrom to be present in that folder. By that I mean, its able to be used with the stock games. For example, want to use a patch for Zelda A Link to the Past? Open/Create that game folder in your local database via the option mentioned above, copy and rename the IPS to S-2024_e.ips. And it will be applied to the game when you run it.
But there is more to that feature! If you hold R (or SR if you are using a single Joycon) while you load the game, the patch wont be applied. So you have the in app option to load it with or without the patch. Just be aware... the 2 versions of the game will share the same save data. Anyway, a rumble will happen to let you know that the game is booted with a patch applied. If no rumble, no patch. A little extra.
I can see this being useful, mainly with in development patches, maybe randomizers, and yea... customizing the stock games a little.
Anyway. That's Full Unlock+. It of course includes the features from the normal version too.
Onto the next topic that is related to that... I have decided to add a new tier to my Patreon. Like the other, its a way or just showing your appreciate for my projects. You don't have to sub. But if you do... you will now get access to DisplayEx+! Yea. The version that only a few people had access to until now.
For a while, it bothered people... and myself... that I had no path to gain access to that. I made the mod specifically for then, 2 people. Tokyo and snucker. I wanted to show them how much I appreciated all their help with testing all my projects. I called the access to the mod "Level 2 Access", and people would always inquire about what they had to do to gain level 2 access. Nothing. There was no path. I did add a couple people, but... There was no firm path to follow to get the access. Now there is!
On Patreon I will call the 2 Tiers Level 1 and Level 2, to line up with the terms. They are still both "thank you" tiers. But Level 1 will be the current $5 tier, while Level 2 will be $10.
I don't like the idea of people paying $10 a month. Its double! Seems greedy. But... I do have to admit the reality of how people support. I have always been fine with it, but people generally don't just remain subbed month after month. They sub when they want/can for a month at a time. That's cool. Considering that... I don't feel as bad about this. Whats more, the Level 2 tier offers really only the 2 mods over Level 1 (Level 2 includes access to Level 1 of course). You don't need the Plus mods. They are just extra if you want them is all.
Yea. The Level 2 tier is where DisplayEx+ will be available, and also where my new Full Unlock+ mod will be available.
Level 1 will continue to have DisplayEx (Normal) and on time access to CaVE updates, and the new form of the normal Full Unlock.
You could say non-supporting community members are Level 0. They still have access on a 1 month delay to CaVE updates, and the new Full Unlock. Well... technically... They get the Full Unlock (normal) at the same time. Its not exactly intended, but its something I have not cared to address. But if I do care to someday...
So... That's the new project, and how to access it. What do I have planned for the future?
This is not everything I wanted to add to the Full Unlock. It is just everything I could complete in time for Christmas. I will only announce 1 feature I am working on right now, as I don't like to state things I cant deliver on. This next feature... Everything lines up to being possible. All proof of concept tests.
That next feature is... Cheat Code support!
Yea. Like normal EMUs, you will be able to use cheats. How will you access them? That's still being worked on. But the idea has shown to work.
But... Cheat Codes are not only relevant to SNES, right? I have not lifted a finger at this time to look into hacking any other apps with a mod like this, but... At some point I do plan to look into it. And cheat code support is the primary feature to pursue for other apps.
I could maybe add other features too. Ones unique to those platforms. IDK. That's bit far off to speculate on, and other features would require various levels of skill I may not have. I'm not a C++ dev. I haven't been in like 15 years, and back then... I sucked at it. And reverse engineering for me isn't always strait-forward. Their is no guidebook on it. I just figure out what I can, one step at a time.
Anyway, that's all for now...
Merry Christmas!



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