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Messages - jonnnlad

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SD2SNES / Re: gsu (superfx) support [work in progress]
« on: April 16, 2018, 11:45 AM »
I cant keep up with all the updates!

Thanks Redguy!

SD2SNES / Re: gsu (superfx) support [work in progress]
« on: April 08, 2018, 03:24 PM »
Thanks again redguy! - Yoshis Island startups perfect everytime now in v3, no need to reset

I cant believe people are asking about sa-1 already. Tossers.

SD2SNES / Re: gsu (superfx) support [work in progress]
« on: April 05, 2018, 11:04 AM »

Played Yoshis island yesterday. Had a graphics issue on first try but after power cycling the snes, works perfectly. Saves an all.

My life is complete.

Thank you again for your hard work

SD2SNES / Re: gsu (superfx) support [work in progress]
« on: March 31, 2018, 02:07 AM »
mario64, thanks, but no donations necessary.  This is just a hobby for me.

PityOnU, you should continue your project.  My goals were to get it working as quickly as possible and have it fit on the fpga.  This resulted in overlooking lots of pipeline details.  It would be great to have a more cycle accurate implementation.

krom, most of the bugs have been caused by gsu memory addressing (PLOT, LD/ST, GET*) and snes/gsu synchronization issues.  I also haven't tested the cache injection stuff where the snes is allowed to write code into the instruction cache and tell the gsu to run it.  If you have the time, any tests in these areas would be a big help.

If someone is familiar with the sd2snes menu code it would help me to have support added for gsu configuration options.  A gsu "Normal"/"Fast" option to match ikari's cx4 option is useful.  A temporary (only available during development) gsu debug "Off"/"On" option would also be great.

Lots of progress has been made after several days of fixing bugs.  The instruction cache is implemented which significantly improved the speed of games.  star fox still lags when it's drawing a lot, though.  I think that's due to the data prefetcher missing.  Not having the prefetcher is also causing major graphics bugs and crashes in other games due to how it works.  It's next on the list to implement.
Sounds great. Thanks for the update!

This is amazing, you dont know how much this is appreciated :)

Have you tested any other FX games? Does Yoshis Island run well?

Thank you so much

SD2SNES / Re: Implementing GSU Chip (SuperFX) in Verilog
« on: March 27, 2018, 11:09 AM »
I'm happy (i'm sure lots of others are too) to donate to the cause to help buy SD2SNES/consoles/coffee/whatever

SD2SNES / Re: gsu (superfx) support [work in progress]
« on: March 26, 2018, 11:56 AM »
Thank you!

SD2SNES / Re: Implementing GSU Chip (SuperFX) in Verilog
« on: March 26, 2018, 11:23 AM »
We're also very glad :)

Even just reading the updates is great, even if no "progress" to the average joe (moi) is obvious


SD2SNES / Re: Implementing GSU Chip (SuperFX) in Verilog
« on: March 25, 2018, 09:01 AM »
Holy shit - subscribed!

Gods speed devs!

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