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Topics - OneBagTravel

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FXPAK (SD2SNES) / Firmware v1.9.0 released
« on: December 18, 2018, 04:36 AM »
https://sd2snes.de/blog/

Firmware 1.9.0 is out. Download here!

What’s new:
  • SA-1 support by RedGuy! Big thanks to RedGuy again :) This was a really tight fit for the FPGA so there’s a little catch – MSU1 is not available for SA-1 games.
  • Also from RedGuy comes partial SRAM detection for some known games (SuperFX & SA-1). This calculates a ROM CRC and chooses to monitor only specific regions in cartridge RAM for changes. This enables automatic saving without having to resort to periodic saving, reducing wear on the SD card.
  • SNES CPU <-> PPU clock phase alignment. This is a long standing issue on a sub-CPU-cycle base inside the SNES. HDMA to certain registers can cause flickering sprite slabs to appear when CPU and PPU are out of phase after a cart-side reset (which does not reset the PPUs). This fixes the notorious flickering of characters with the giant frog attack in Chrono Trigger, sprites in Kirby Super Star, characters behind the text box in Star Ocean, and probably more. See https://github.com/RedGuyyyy/sd2snes/issues/6 for technical details.
  • Added an option to always go back to menu on reset, regardless of whether it’s a short or long reset.
  • LED brightness setting (16 levels)
  • Added an option to choose whether you want to start a game with or without cheats enabled (of those that are marked as enabled in the YAML file). You can enable / disable them later using the L+R+Start+A / L+R+Start+B button combinations if you have in-game buttons enabled.
  • Disable Satellaview emulation when a real Satellaview base unit is detected to avoid bus fighting and facilitate Satellaview development
  • System Information now shows the currently effective video mode (50 or 60 Hz).
    Fixes:
  • Control signal edges are detected a bit earlier, improving stability on some consoles (Github Issues)
  • Fix timing of auto region patching. This should solve cross-issues with Super Scope games because they rely on the same register that is also used to read the console region.
  • Fix brightness patching / limiting for games that use HDMA to alter the brightness register. (e.g. Star Fox)
  • Fix an occasional imaginary access cycle carried out by the FPGA after reconfiguration. This fixes lockups when loading games with dedicated FPGA files, i.e. SuperFX, SA-1, OBC-1.
  • Fix SuperCIC pair mode entry for consoles with ≤ 3.072MHz CIC clock (notably GPM revisions). (Github Issue)
  • S-RTC register state is reset when the console is reset.

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FXPAK (SD2SNES) / RetroRGB interviews ikari_01 about the SD2SNES
« on: October 18, 2018, 05:48 PM »
https://www.youtube.com/watch?v=BPPIuV5yBUQ

Nice work Bob & Ikari, the history how it all started was very interesting!

Topics discussed
-How he started out with the project
-Prototype SD2SNES development
-How the SD2SNES can fix the white line issue
-Implementing 1chip brightness fix
-In-game hooks (what they do)
-Upcoming improvements

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FXPAK (SD2SNES) / Firmware v0.1.7e released
« on: May 06, 2017, 06:17 AM »
https://sd2snes.de/blog/archives/833

Firmware 0.1.7e is out. Download here! This is mainly a long overdue maintenance release.

What’s new:

Fixed a long standing critial DAC timing quirk causing audio distortion with MSU1 on any revision except Rev.G
Fixed a clock glitch on SD card access from FPGA that could lead to audio/video distortion with MSU1
Properly map SRAM to Banks f0-ff instead of f0-fb in Mode 20 (“LoROM”) memory map
Added support for headered bsxbios.bin too
Slight SD card read performance optimization for MSU1 (avoid unaligned reads)
Change initial SRAM fill value (courtesy of devinacker) – fixes Ken Griffey Jr., Ou-Chan,
and possibly other games that don’t perform a proper SRAM content sanity check
Always start game on PPU2 field 0. This doesn’t fix any known issue but is put in for compatibility’s sake.

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FXPAK (SD2SNES) / NES wrapper?
« on: March 21, 2017, 01:35 AM »
Hey folks. I have a GBA flash cart that lets me load a wrapper emulator up with NES Roms and run them on my Gameboy Micro.

I was wondering if my google skills suck and if there's a .sfc emulator rom that would work on the SD2SNES. I'd imagine that the SNES is powerful enough to emulate on the Ricoh CPU. Maybe I'm wrong and that's why there's no project for it. The gba processor was pretty beefy in comparison.

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EverDrive GBA / How does this differ from the EZFlash IV?
« on: August 04, 2016, 04:31 PM »
Besides having a larger cartridge, what benefits does the EverDrive GBA have over the EZFlash?

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FXPAK (SD2SNES) / Feature requests
« on: August 02, 2016, 05:55 PM »
Hey Ikari, love your work and everyone who supports the open source code.

I have very limited knowledge of coding, mainly in COBOL and C# so I wouldn't be much help... but I was wonder if you'd be interested in a thread that would be full ideas to implement.

Now besides the obvious SA-1 and GSU chips I have two UI requests

  • Box art - Basic graphical representation of the games in the main menu. Maybe drag and drop .png files to a separate folder that matches the title of the rom file... could be easy :-X
  • Sorting feature - Create a series of sorting tags and then apply games to these tags, then sort them. ie. Fighting Games, RPG, Translated Games, etc

Can't wait to see what you release next :)
Keep up the great work!

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FXPAK (SD2SNES) / SD2SNES fixes vertical line issue?
« on: July 28, 2016, 10:33 PM »
Here's something weird I've noticed lately. If I pop in one of my SA-1 or SFX chip games (Yoshi's Island, StarFox) I get that ugly vertical line down the middle of the screen. However when I use the SD2SNES it disappears almost completely. What magic tricks could the SD2SNES be using to improve the visuals? For reference this shows up when using composite and component (HDRetrovision) cables into my Samsung TV.

For those unaware of the issue

Photo via Google image search

Here's someone fixing it on their own by adding capacitors to the SNES.
https://www.youtube.com/watch?v=TGVn9sRoV-g

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