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Messages - ikari_01

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16
FXPAK (SD2SNES) / Re: SD2SNES Pro goes crazy
« on: December 27, 2019, 12:08 AM »
Hm, might be a power supply issue that causes the system to drop sync/clock momentarily.
Does it only happen on the NTSC console? Does it also happen when it sits in the menu?
Could you go to the System Information screen in the menu and look up the CPU/PPU1/PPU2 revisions of your SNES? Also check if the master clock shown (should be around 21.4 million) jumps around a lot, like more than 100 counts. It will not change as long as the SD capacity and access times are calculated but it's updated every second after that.

17
FXPAK (SD2SNES) / Re: SD2snes lag emulation for SA-1
« on: January 28, 2019, 01:16 AM »
Try Tales of Phantasia on PAL, should break beautifully too :) Streaming to the APU is a very carefully timed affair, the small difference in master clock between 21.477 and 21.282MHz is enough to break it, as the APU always runs on an independent clock of 3.072MHz. It gets even worse if sample buffering is in some way tied to vertical blanking.

18
FXPAK (SD2SNES) / Re: MSU-1 Audio issues
« on: January 28, 2019, 12:38 AM »
First I'd make sure that the SuperNt's cartridge audio input isn't faulty, e.g. by using a Super Gameboy, or trying the sd2snes in another console.

Or you could turn up the volume to listen for any "digital" noise (scratching while the game changes screens, buzzing). If there is absolute silence chances are the SuperNt isn't processing cartridge audio properly. Take this with a grain of salt though, I think the sd2snes's noise floor is much better with the SuperNt than it is with an original SNES.

Another point of failure:
sd2snes couples audio playback frequency to the SNES's 21MHz master clock, when you open the System Information screen in the sd2snes menu it will show you an "SNES master clock" value which should be around 21 million. If it reads 0, either the sd2snes isn't picking up the clock properly or the SuperNt isn't outputting any. Likewise, testing the sd2snes in another console may help rule out the SuperNt (or the sd2snes) as the cause of error. Super Gameboy (V1) can also help here because it runs the entire Gameboy on that clock.

19
FXPAK (SD2SNES) / Re: Graphic Issue
« on: October 08, 2018, 10:47 AM »
Could be a side effect of the in-game hook. What firmware version are you using? Could you try disabling the in-game hook via the configuration menu -> ingame settings?

20
FXPAK (SD2SNES) / Re: Can't get sd2snes booted
« on: October 08, 2018, 10:31 AM »
You could try putting the file system on card directly (without a partition table) but I doubt it would make a difference, FATFS should be able to detect both.
Are you getting an error message, like "No SD Card found!" on screen when you turn it on without a card inserted?

21
FXPAK (SD2SNES) / Re: Real or Fake?
« on: October 08, 2018, 10:25 AM »
Yep, and then people come seeking free support from me  ::)

22
Does it work when you go back to v0.1.7e?

23
Btw, I've noticed that sometimes a Super FX game won't boot up initially with the fast option turned on and will show a glitched screen. Resetting once usually makes it start up but when this happens you won't be able to reset back to the menu to save certain Super FX games such as Stunt Race FX. My recommendation is to switch the SNES power off and on until the game runs on the first try which usually only needs to be done once.

I have the same issue with normal speed. This doesn't happen on v10 firmware. (PAL SNES with SuperCIC MOD, official SD2SNES)

It's a bug. I fixed it in the meantime: https://github.com/mrehkopf/sd2snes/commit/872300caa4a4608c29c867c9d97f7df80573f9eb
I'm going to release 1.8.1 shortly with some smaller feature changes.
Cheat menu is still in the works (or rather, suffering from severe coder's block).
I decided it would make more sense to do an official SuperFX release more quickly. ;)

24
FXPAK (SD2SNES) / Re: SD2Snes menu text scrambled
« on: August 24, 2018, 09:48 AM »
Can your friend operate the menu blindly or does it crash right away? It looks like HDMA is completely dead on his SNES. He might want to check something like F-Zero to see if the SNES can display the track correctly, or RPGs like Chrono Trigger or Final Fantasy III to look for graphical corruption in the menus.

25
FXPAK (SD2SNES) / Re: SD2SNES ver.F to ver.H Mod Board upgrade
« on: August 23, 2018, 03:05 PM »
Blue sd2snes PCB? Hmmm  ???

26
FXPAK (SD2SNES) / Re: 1.8.0. bug: Save games lost 1.8.0 on IGR
« on: August 06, 2018, 10:10 AM »
Looking forward to the results. As far as I can remember saving was... special on one of those Zelda hacks but I don't remember if it was Parallel Worlds...

27
FXPAK (SD2SNES) / Re: Problems with SD2SNES on my setup
« on: August 03, 2018, 03:33 PM »
Are you running your Japanese SFC on an AC/AC adapter by any chance? SFC needs DC input because otherwise it will be "almost switched off" 60 times per second, this would result in severe sync issues and also noticeable hum in the sound. The hydra might amplify the issue somewhat as it does something with the AV switching voltage that I haven't quite understood yet.  ::)
The sd2snes provokes this because it needs more power than an original cartridge or Super Everdrive.

A video of the issue would be really handy.

28
FXPAK (SD2SNES) / Re: MSU 1 games + firmware 0.1.8 = no music !
« on: July 10, 2018, 01:27 PM »
Hi, I replied to your comment here too: https://sd2snes.de/blog/archives/980#comment-991637

Did you update your SuperNt in the meantime? You may need to re-enable cartridge audio in the SuperNt menu explicitly.

29
SuperFX is the first feature ever to use the second RAM on the sd2snes so some faulty units will only pop up now.
I guess in the detailed test log you will see that RAM0 test passes and RAM1 test fails.

30
FXPAK (SD2SNES) / Re: SD2SNES reads but doesn't write anymore
« on: June 28, 2018, 09:52 AM »
Not sure how good computer shops are at soldering these days but might be worth a shot. Maybe ask them first if they feel confident about it. ;)

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