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Messages - rocketblast

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16
Hoping to see pre-releases soon.  Great work.  :)

17
This will be an excellent addition to the sd2snes on top of the analogue super nt.  Great work and thanks to ikari and krikzz for the flash cart.

18
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: May 08, 2018, 06:27 AM »
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.

Try pressing the gas.

19
Off Topic / Re: New Snes game Socks The Cat Rocks The Hill
« on: May 07, 2018, 08:10 PM »
this game was dumped on SWC DX '96 and Analogue Super Nt, both had the same checksum.  Checksum checks BAD in Ucon64.  I wonder why they hacked the rest of this game together but forgot to fix the checksum.

20
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: May 03, 2018, 06:11 PM »
Looks like version 10 is going to fix powerslide.  I'll patiently wait :)  Really cool stuff.

21
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: May 03, 2018, 05:56 AM »
Gotta be honest, I used the in-game reset a fair amount for Super Metroid randos (e.g. to leave Wrecked Ship E-tank or the right side of Gauntlet if there was nothing there, as reverting back to the savepoint is faster than running back), but as soon as I got the Super Nt and realized how good its hotkey combos were, I turned it off and haven't gone back. I'd rather have better compatibility, so I think I will sit out testing this particular update, as I always considered the in-game hooks a little questionable even when I was using them.

Yeah I love the in-game features of my Analogue Super Nt.  I sold my original SNES complete in box for as much $ as it cost me to replace it with the Analogue Super Nt, after ebay/paypal fees.  Never going to use original hardware again lol.

22
I'm looking into this myself, thanks to the person who posted the files as one of the links still works (the dropbox one is the only link that is still working).  I downloaded the files.  Unfortunately I have very limited ASM knowledge so it will take me a long time to learn how to do this.

I found this, too.  http://zork.net/~zen/misc/roms/star_ocean/  Star Ocean with graphics pack.

23
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 28, 2018, 07:10 PM »
I'm hoping for In-Game-Reset to be implemented for GSU-1/2. I don't like constantly using the power button on my system, I want to preserve it's functionality for as long as I possibly can.

This makes me thank God for my Analogue Super Nt.  In-game reset in all games with my SD2SNES plugged in :D

Anyway, I'm patiently waiting for version 9 and hopefully ikari has it final soon :)  Still waiting on ikari to implement "cheat codes" too :)

24
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 24, 2018, 06:57 PM »
Dang a whole set of CPU instructions to be added to the SD2SNES to make SA-1 games run.  That's bad to hear.  But hopefully Ikari is right and part of it can be implemented just to play the games.

Over all I am happy with the DSP, Cx4, and Super FX support.

I wonder if Ikari is still going to implement cheats, and maybe some day save states.  I heard both of those are in the Super UFO flash cart.  I have one but haven't opened it to try out those features.  I just prefer the SD2SNES.

25
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 20, 2018, 03:30 AM »
A SD2SNES without MSU-1 support is a total blatant waste of cash imho.  Those whom scoff people for wanting a "genuine" one, come on.  KRIKzz makes a quality product, why cheap out and get something inferior which lacks features, let alone quality components?  I know KRIKzz didn't invent the SD2SNES but still, the argument about buying a sub-par Chinese clone over a good quality flash cart is kinda ignorant in my opinion.

26
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 19, 2018, 06:15 AM »
What is Version 8 suppose to have?

27
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 18, 2018, 06:24 PM »
I didn't have to do any special configuration on my Analogue Super Nt for any of the Super FX games.  I played Doom up til level 6 without any issues and on "Fastest" setting.

28
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 16, 2018, 09:38 PM »
I have never had any problems with any of the GSU updates on mine.  I played doom up til level 6 with the speed on fastest.  I'm assuming the next updates will be to help people more with differing RAM and for custom menus.  To me, it is finished though.  I'm very happy with what Redguy has provided us and I feel we are very fortunate.

29
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 16, 2018, 04:40 AM »
Everything still works fine for me.  I put the GSU at Fastest and played through 3 levels of Doom.

30
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 15, 2018, 11:45 PM »
v06 is good stuff.  I wonder what else he's planning to add.  I can't think of anything it needs.  I'm thankful for all the updates, this is really cool.

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