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Messages - phoenixdownita

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FXPAK (SD2SNES) / Re: SDD1 Support is here!
« on: March 01, 2019, 05:35 AM »
Here you go:

firmware 1.10.0 with S-DD1 and SD2SNES pro support.

FXPAK (SD2SNES) / Re: SDD1 Support is here!
« on: February 05, 2019, 05:35 AM »
With the SD2SNES Pro announcement are there still going to be an update to the non-Pro fw with S-DD1 support?
Just curious.

Super EverDrive / Re: Just noticed the new Super EverDrive X5
« on: January 07, 2019, 07:55 AM »
So just to double check, the X5 does NOT run Mario Kart?
Geesh, I don't wanna pay an extra $120 for the SD2SNES just to play a single game...
It would not be a single game, aside all the DSP1/2/3/4 games you also get CX4, OBC-1, ST010, S-RTC, SuperFX/FX2 and SA-1.

With the SD2SNES this is the list of still incompatible games:
btw S-DD1 seems to be around the corner if you care

FXPAK (SD2SNES) / Re: Firmware v1.9.0 released
« on: December 20, 2018, 08:59 PM »


Never said that, just that it is not the best way to play them, you can do as you please obviously, you can stay on 1.8 + S-DD1 leaked patch or move to 1.9 official .... that's your choice.
protheanbeacon suggested to hold off on 1.9 because of SF2alpha (his opinion) and I happen to disagree because if you care about SF II games I think  (my opinion) that they can be played better elsewhere (not that the SNES versions themselves are bad) .... given with 2 SD cards you can have it both ways not sure what the big fuss is about.

FXPAK (SD2SNES) / Re: Firmware v1.9.0 released
« on: December 20, 2018, 09:32 AM »

Never said it was the pinnacle so there's nothing to admit.

You did suggest people to NOT update until S-DD1 is supported officially however long that would take.
That is not a good suggestion imho. The BS-X issues reported if widespread are a little more concerning (if one cares about BS-X).

Wrt the best way to play the best SF II games in one retro console, sorry but:
both on Saturn and awesome ... and I don't actually love Sega ... but still some of the best ports of Capcom fighting series were on Saturn (given the JP and US mk II controllers were also awesome for fighter games). The DC had incredible ports too but the default controller is just terrible .... when I play any of it I use a Sat2DC converter. In many years I have not taken a look at any of the 16bits ports .... I still get why one wants to play them though so don't get me wrong here.

I am not scoffing at the SF II production on SNES and all the awesome hacks that would come, just I disagree with the suggestion to NOT update, given also that going back just requires putting back the old files (or a second SD as already stated).

Obviously if anyone wants to absolutely play SF alpha 2 on SNES by any means stay on whatever makes it work!!!!

Other than that .... Hadouken! and hoping that Magnus gets to be satisfied with his S-DD1 core and allows Ikari to integrate it back as soon as possible. It is indeed a great time to have a SD2SNES ... SuperFX, SA-1, S-DD1 ... probably SPC7110 not too far off (just for completeness) ... it's all good.

FXPAK (SD2SNES) / Re: Firmware v1.9.0 released
« on: December 20, 2018, 07:53 AM »
Can I put the savestat add on and the SDD1 onto this?

I updated the firmware to 1.9.0 on one of my SD2SNES's and it disabled my leaked version of the SDD1 code as I can no longer player Street Fighter Alpha, so I'd say hold off for now at least until the next big ikari update where SDD1 support is finally added officially, however long that will be from now.

Well unless you have more than one SD2SNES as I do and can then have the latest firmware on one of the cart's SD cards and older firmware that allows you to play more things on the other.  :P

Or just 2 separate SD cards ... right !?!?!

Or admit that Street Fighter Alpha 2 on SNES ain't the pinnacle and you can wait to play that one game until the official S-DD1 support is out ....  I really don't get it with SF alpha 2 ... the SNES version is not exactly interesting, if you care about SF alpha 2 get it on a Saturn and be done (the 6 button controller is also much better to play it anyway).
Star Ocean can be played on the patched version so that one also can be waited on for official support, or 2 SD cards as I said above.

Seems like we have a changelog now:

Code: [Select]

 * add SA-1 support by RedGuy
 * add partial SRAM change detection for known games (SuperFX/SA-1) by RedGuy
   this enables sensible autosaving for games that use part SRAM as work RAM,
   without having to resort to periodic saving. I added some more games to the
   known CRC list.
   Note that this feature performs full ROM CRC calculation after loading and
   running the ROM so firmware is unresponsive to in-game hooks and resetting
   for a couple of seconds after the game has started. I have some ideas for
 * add option to always go back to menu when resetting
 * add LED brightness setting
 * add an option to start out with cheats enabled or disabled
 * disable Satellaview emulation when a real Satellaview unit is present to
   avoid conflicts and facilitate Satellaview development
 * add SNES CPU <-> PPU clock phase alignment correction on reset
   (fixes flickering sprite slabs e.g. giant Frog in Chrono Trigger, sprites in
   Kirby Super Star, Star Ocean...)
 * show current effective video mode (50/60Hz) in System Information
 * fixes:
   - earlier signal edge detection, improving stability on some consoles
   - fix timing of auto region patching
   - fix brightness patching for games that use HDMA to set brightness/blanking
   - fix an occasional lockup when loading a game that uses OBC-1/SuperFX/SA-1
   - fix SuperCIC pair mode entry for consoles with <= 3.072MHz CIC clock
   - reset S-RTC register state on reset

It's out when it's out. People should just back off and let them work in peace.

Just checked SD2SNES github repo:

.byt "SD2SNES MENU v1.9.0  "

It does NOT contain S-DD1 yet, it does contain SA-1, a GSU timing fix and other fixes.
I hope the release is imminent ;-)

News / Re: EDN8 OS v20-BETA. Large update incoming
« on: September 11, 2018, 08:18 AM »
kevtris mentioned that while making the Nt Mini the N8 was a bitch to get to work.
Apparently it does things relatively late in the bus cycle and was barely within spec, so maybe in v20 the balance has been ever so slightly changed that it pushes the N8 in just about out-of-spec territory on some FC/NES variants.

This is purely speculation on my part, a faulty console sent to krikzz and a couple of days of oscilloscope based analysis may help shed a light.

Wrt the SD file system  I am under the impression Krikzz uses a homemade cut down implementation that is not fully compatible with the full FAT32 specs hence why defrag is an issue etc.. etc... but for the most part it works well enough that may not be worth of many changes.

FXPAK (SD2SNES) / Re: With SA-1 Games now playable..
« on: August 06, 2018, 07:20 AM »
The rest of the unplayable games are all basically obscure puzzle games right?

GSU and SA1 are for sure the two chip the sd2snes community was waiting for the most, but in addition to the S-DD1 for Star Ocean and SFZ2, don't forget the SPC7110 for Far east of Eden zero which have an english translation.
Maybe owners of the superscope are looking for the support of OBC-1 for Metal Combat: Falcon's Revenge
But i don't think anybody really want the support of S-RTC (Daikaijuu Monogatari II, a non translated RPG) or the ST chips série (Exhaust Heat 2 : Driver no Kiseki / F1 Roc 2 : Race of Champions and 2 shogi games)
OBC-1 works already, I believe S-RTC does too, the ST-010 works as well (ST-011 and ST-018 do not, each plays 1 game of japanese chess).
So we're down to S-DD1 and SPC7110 really at 1 relevant game each ... Ikari stated that if the English translation of Far East of Eden Zero came out he would consider doing the job for the SPC7110 (we've not heard about it since).

EverDrive GB / Re: Question about color
« on: June 16, 2018, 07:13 AM »
Color choice is a feature of the gameboy it has nothing to do with the EDGB, so the answer is yes as it reboots the unit after loading.
I have an EDGB x3 and a GBBoy Color (the clone) and during the reboot to start playing the game if I press the button combo I get different palettes for the GB games.


EverDrive 64 / Re: Everdrive 64 Compatibility
« on: June 04, 2018, 02:03 AM »
The user TheBigMan1106 from Assembler Games forum, says that have an easy solution for Pokemon Stadium 2 save problem in Everdrive 2.5.
He removed the last 256kb from the Rom, so the game become smaller and don't conflict with the Flash Save.  :o
I'm not a big Pokemon fan, i never played any Pokemon games, so i can't confirm if this really works.

I took a quick look and there does not seem to be 256KB available at the end of the rom.
Worth a shot but I have the original cart so I don't really care either way.

Mega EverDrive / Re: MegaED x3, no HW MegaKey?
« on: June 04, 2018, 02:00 AM »
What does it mean?
Can it still run different region games but with less compatibility or it can only run same region games?
(same region as in same region as the console)

If it is the 1st, still run bit less compat, has anyone a list of what doesn't work?
latter one

Thanks for the answer, I thought the OS did region patch so many (but not all) cross region games may have worked.
If X3 can only run same-region games it should be stated directly in the description.

Mega EverDrive / Re: MegaED x3, no HW MegaKey?
« on: June 03, 2018, 09:04 AM »
Anyone knows?

EverDrive 64 / Re: pokemon stadium 2 - ed64 v2.0/v2.5 issue
« on: June 03, 2018, 08:54 AM »
One thing worth trying (but we need Krikzz help for this with a test OS) is to have a new flash save type, call it flash512, that instead of 128K is just 64K.
We could then force this "new" save type for Pokemon Stadium 2 and see if it works with the smaller save space with no need to patch it to SRAM (I have not played it in a long time to see if the saves has slots or just one big single chunk, can anyone confirm?).  Even if in this mode maybe only one save slot is really supported that would be good, no?
No changes to the flash protocol are required, Krikzz can pretend that the flash512 is just a smaller version (if need be ignoring the highest address bit and allow overwrite if indeed Pokemon Stadium 2 does write more than 64K, no need to get complicated here) , if memory serves he said all save types take space from the end of the 64MB ram space so this "hack" flash512 would land on the 0xFF at the end of Pokemon Stadium 2 .... so told the last 64K of Pokemon Stadium 2 being all 0xFF does not mean they are unused (there are other chunk of 0xFFs albeith not that long) but worth a shot.

Not sure how much work it is for Krikzz to create a new test OS with a "new" flash512 savetype to test this out.

Alternatively someone could play the game, let it save, and then we can take a look at the flash file created (assuming Krikzz initializes it to all 0xFF or 0x00 it should be pretty quick to figure out if it writes across the 64KB boundary or not), this can be tested without Krikzz involvement assuming the initialization to a known value happens instead of random junk. If random junk is there 2 saves are required to compare, the first should create the file which is then reloaded the second time, upon overwrite the random garbage should be roughly the same (as loaded from the first file).

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