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Re:How SNES emulators got a few pixels from complete perfection by derefr on Wednesday April 01, 2020 @11:11PM (#22755910)
I mean, you'd want to use a file format that would allow you to cross-test your emulator's behavior on the same ROM files against existing emulators' behavior on those ROM files. So you'd format your ROMs (which you dumped yourself) the way that existing emulators would expect them to be formatted.
Re:How SNES emulators got a few pixels from complete perfection by monocasa on Wednesday April 01, 2020 @11:48PM (#22756037)
Sorry, I was being a bit coy when I said the "more informal parts of the header". It literally still has the dumper's signature in the unused portion of the header. Traceability as to who gets props for the first good dump drives a lot of decisions in that scene.
Re:How SNES emulators got a few pixels from complete perfection by hcs on Thursday April 02, 2020 @12:27AM (#22756192)
Could you be more specific? I've heard this mentioned before but not seen an example. Something like one of those Diskdude! strings? What game?
Re:How SNES emulators got a few pixels from complete perfection by NobodyNada on Thursday April 02, 2020 @01:58PM (#22761705)
http://wiki.nesdev.com/w/index.php/INES#Flags_10:

> Older versions of the iNES emulator ignored bytes 7-15, and several ROM management tools wrote messages in there. Commonly, these will be filled with "DiskDude!", which results in 64 being added to the mapper number.

Re:How SNES emulators got a few pixels from complete perfection by hcs on Thursday April 02, 2020 @04:20PM (#22763268)
That would surely be a giveaway, but I haven't seen any evidence that tagged headers like this were actually used in official Nintendo releases.