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General => SD2SNES => Topic started by: redguy on March 26, 2018, 08:04 AM

Title: gsu (superfx) support [work in progress]
Post by: redguy on March 26, 2018, 08:04 AM
Latest version is here: https://github.com/RedGuyyyy/sd2snes/releases/download/gsu_v10/sd2snes_gsu_v10.zip

A few weeks back I decided to learn about the superfx chip and this is the result.  It's still quite buggy, but I figured it's far enough along to show a video (ignore the bad gameplay).  The various caches haven't been fully implemented which causes moderate slowdown.  There are also several graphical glitches that need to be worked out as well as getting the other gsu games working.  The fpga is quite full and hopefully it all fits.

It's not ready for people to test, yet.  Once it gets to that point I will post a set of files.  Thanks to those who have offered to help.

https://www.youtube.com/watch?v=1vuDBvGyn2o (https://www.youtube.com/watch?v=1vuDBvGyn2o)

The development platform uses usb2snes to read out gsu state, step instructions, set breakpoints, collect an instruction trace, and other useful stuff.  It's been extremely useful in finding many bugs.

(https://i.imgur.com/FZM1nXI.png)

Source is here, but I haven't checked in the firmware changes necessary to run the fpga file correctly.

https://github.com/RedGuyyyy/sd2snes/tree/gsu

One area that would help a lot is some self-checking assembly tests.  krom has a suite here that all pass, but it would be great to have more tests.  After the caches are implemented I plan on writing some myself.

https://github.com/PeterLemon/SNES/tree/master/CHIP/GSU

Huge thanks to all the bsnes and bsnes-plus developers, the nocash fullsnes docs, krom and his gsu tests which found several bugs early on in development, and ikari for making the sd2snes.
Title: Re: gsu (superfx) support [work in progress]
Post by: ka55 on March 26, 2018, 09:16 AM
thanks.
Great work.  ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on March 26, 2018, 10:18 AM
Wow.  8)
How did you pull that off in such a short time? I think I'm too dumb for this  :-[ ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: dvd2vcd on March 26, 2018, 11:41 AM
 :o OMG
Title: Re: gsu (superfx) support [work in progress]
Post by: jonnnlad on March 26, 2018, 11:56 AM
Thank you!
Title: Re: gsu (superfx) support [work in progress]
Post by: teamvb on March 26, 2018, 04:35 PM
DREAM COME TRUE Thanks
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on March 26, 2018, 05:34 PM
Thanks for sharing your (early) work.  I would agree with ikari's past advice of getting the implementation mostly working in an emu first.  I would *hope* the FPGA can handle the work, but there is that possibility it can't.   :(
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on March 26, 2018, 09:53 PM
You know that some ppl in here wanna marry you for showing up with this, do you?  ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: protheanbeacon on March 26, 2018, 10:15 PM
Amazing work brother.

If you can get this up and working with SD2SNES hopefully you'll work on the SA-1 chip next.

Again even I a non programmer am amazed you were able to get the FX chip cloned/emulated/simulated/what have you so quickly.  :o
Title: Re: gsu (superfx) support [work in progress]
Post by: megari on March 27, 2018, 12:28 AM
I am very impressed. I thought Star Fox was crashing on startup, but there it is, running beautifully! Hopefully a proper implementation of the instruction cache and ROM and RAM buffering won't consume too much of the space on the FPGA.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on March 27, 2018, 01:04 AM
"A few weeks"
Lolwut

Also clearly my firmware hack to try to get the FPGA core loaded was done incorrectly, so I guess I'll just wait for you to commit it. I'm quite impressed by the results and can't wait to run it on my own SNES, buggy as it may be.

Also if there isn't enough room on the FPGA, I wonder if it's possible to use the ARM core for some parts of it in a software-emulation style in combination with the FPGA core.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on March 27, 2018, 05:53 AM
That is..wow, uh...  :o
Title: Re: gsu (superfx) support [work in progress]
Post by: polyh3dron on March 27, 2018, 02:18 PM
um. holy shit.

Fingers crossed that the FPGA can hold all the caches and such. If not, maybe a new rev is in order?
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on March 27, 2018, 06:01 PM
um. holy shit.

Fingers crossed that the FPGA can hold all the caches and such. If not, maybe a new rev is in order?

I hope SA-1 is next.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on March 27, 2018, 09:45 PM
Wooow  ;D

Thanks!
Title: Re: gsu (superfx) support [work in progress]
Post by: FeverDrive on March 28, 2018, 06:27 AM
Excellent, keep up the good work brother.
Title: Re: gsu (superfx) support [work in progress]
Post by: Sarge on March 28, 2018, 07:44 AM
Wow, that's great!  Well done, and thank you for your hard work!
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on March 28, 2018, 09:04 AM
Simply incredible. Well done redguy! 8)
Title: Re: gsu (superfx) support [work in progress]
Post by: ghairat on March 28, 2018, 12:32 PM
Wow! Awesome work. Just a question regarding the unsupported games and the FPGA (btw I'm not an expert). For me, it looks like the Super FX games require more memory space than SA-1. Which would probably mean that it will be easier to implement that compared to Super FX?
Title: Re: gsu (superfx) support [work in progress]
Post by: AlxUnderBase on March 28, 2018, 12:44 PM
Mama miaaa ! SuperFX comingggggg ! OMMMMG !
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on March 28, 2018, 02:39 PM
Chiming in just to say thank you and to get subbed to this thread.

Thank you!!!!!!!!
Title: Re: gsu (superfx) support [work in progress]
Post by: PityOnU on March 28, 2018, 06:36 PM
Wow, this is truly impressive! Certainly way beyond my capabilities/time constraints.

It's amazing that you were able to run and debug this all just using a single monolithic file, using only the sd2snes JTAG port. I suppose this just goes to show the advantages of high-level versus low-level design.

Given how far this has come, I'm going to go ahead a pretty much cease development of my core. It was a fun passion project that would have benefitted myself and a lot of other people; but now that this exists and is so functional, mine is just homework for a course. As such, I've already invested more time than is necessary :P

Best of luck on your last push here! Looking forward to playing Yoshi's Island again!
Title: Re: gsu (superfx) support [work in progress]
Post by: countdown on March 28, 2018, 07:50 PM
Nice work! Looking forward to a successful project. I sure hope SA-1 is next....
Title: Re: gsu (superfx) support [work in progress]
Post by: animeloverxX93 on March 28, 2018, 09:49 PM
Rather than SA1 support after SuperFX, I'd rather see another FPGA revision for the SD2SNES.
I believe redguy said it himself before: the FPGA is pretty cramped and it is not even sure if SuperFX will fit.
Thinking about any additional implementations is unreasonable to expect at this point in time, so I hope that one day, the SD2SNES will be fully feature-complete and optionally, consume less power as it does currently (current power drain causes some problems with certain SNES models, afaik).

All that aside, I'm truly glad that the SD2SNES is getting better and better and that people finally start helping ikari with implementations to this device.
It must be a pain to program in your free-time while also juggling your family life.
Title: Re: gsu (superfx) support [work in progress]
Post by: Razorleafattack on March 28, 2018, 09:52 PM
current power drain causes some problems with certain SNES models, afaik

Didn't know about this. Any idea which models are most affected? I normally use my SNES jr. but also have a revision somewhere between the original and 1chip. Thanks!
Title: Re: gsu (superfx) support [work in progress]
Post by: animeloverxX93 on March 28, 2018, 09:59 PM
I just vaguely remember having read something along those lines on ikari's blog a while ago, so take this information with a grain of salt.
Maybe, I was just mismemorizing something, would definitely ask ikari about that himself to be entirely sure.

Iirc, 1chip models were affected.
There were alsi issues related to Super Ghost'n Ghouls and Super Street Fighter II, though I believe these were also related to in-game hook shenanigans.
As I said, asking ikari or someone more well-versed than me is recommended.

Regardless, I'm happy to be able to help.
Have a nice day then.  :D
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on March 28, 2018, 10:38 PM
I really don't expect Ikari to revise the FPGA.  As for power consumption, it was less about model and more about capacitors.  If they've degraded, it's possible you'll have issues.  My original SNES either wouldn't run SD2SNES or would have a lot of glitches.  I got a "newer" console and it worked mostly okay. 
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on March 28, 2018, 10:40 PM
Yeah it cost me near 200e  few months ago.

That is middle ps4 :D
Title: Re: gsu (superfx) support [work in progress]
Post by: Arjak on March 28, 2018, 11:50 PM
A few weeks into development and you've already got StarFox running!? WE'RE NOT WORTHY!

Seriously, major kudos. This has been one of the biggest demands from SD2SNES users, and seeing it already fairly well implemented in such a short time, after a very long wait, is incredibly exciting.

Keep up the amazing work! :D
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on March 29, 2018, 03:45 AM
Wow, this is truly impressive! Certainly way beyond my capabilities/time constraints.

It's amazing that you were able to run and debug this all just using a single monolithic file, using only the sd2snes JTAG port. I suppose this just goes to show the advantages of high-level versus low-level design.

Given how far this has come, I'm going to go ahead a pretty much cease development of my core. It was a fun passion project that would have benefitted myself and a lot of other people; but now that this exists and is so functional, mine is just homework for a course. As such, I've already invested more time than is necessary :P

Best of luck on your last push here! Looking forward to playing Yoshi's Island again!

Well  that is a real bummer man,  I really wanted to see your hardware accurate version of the chip too  as it's nice to have different options. Oh well.

Thank you for trying and I wish you the best.
Title: Re: gsu (superfx) support [work in progress]
Post by: Reed_Solomon on March 29, 2018, 08:01 AM
I really don't expect Ikari to revise the FPGA. 

Agreed.  There's what, 9 SuperFX games and 26 SA-1 games?  Assuming Sufami Turbo works (without patched roms), which should be doable, what would be the point? Unless SA-1 is considered impossible with the current FPGA, I don't see it happening.  Even if SA-1 is too difficult to do I feel another hardware revision would probably not be made to tackle it based on what I've seen.
Title: Re: gsu (superfx) support [work in progress]
Post by: krom on March 29, 2018, 08:34 AM
Hi redguy,

Amazing stuff =D
I am happy my GSU tests helped you find some bugs.
If you need any more tests made I am happy to help.
Good luck with your work.
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on March 29, 2018, 03:13 PM
Well I'll be damned, I never thought I'd see the day. Awesome work man.
Title: Re: gsu (superfx) support [work in progress]
Post by: animeloverxX93 on March 29, 2018, 05:46 PM
'Should be doable' applies to all enhancement chips; it's simply a matter of dedication, time and endurance to pull through. That, and probably money in this case.

The Sufami Turbo hardware is laid out to link two games with each other; I doubt that there's an easy way to implement Sufami Turbo games working (with their link features intact) without programming the Sufami Turbo itself.
And, if SuperFX implementation is already questionable to suceed with the current FPGA, is it really too far-fetched to consider a new board revision to have enough free-space covered for future (possible) enhancement chip implementations?
I mean, the SD2SNES already supports almost the entire Super Famicom/Super Nintendo library, plus Satellaview and MSU1.
Might as well go full-tilt and do everything, right?

Hopefully, I don't sound too demanding. I don'  t mind waiting a decade for this to happen, but if the SD2SNES can really support the entire SNES library, it will render any other flash card obsolete.
Wouldn't that be a good thing, having an all-purpose flashcard that can do pretty much everything at that point?

At any rate, that's just me.
I'm fine with my current SD2SNES, but still, it makes me wonder what will happen to the SD2SNES in the future, if the FPGA is completely filled with code and such.
Title: Re: gsu (superfx) support [work in progress]
Post by: Cyber Akuma on March 29, 2018, 10:34 PM
I really don't expect Ikari to revise the FPGA. 

Agreed.  There's what, 9 SuperFX games and 26 SA-1 games?  Assuming Sufami Turbo works (without patched roms), which should be doable, what would be the point? Unless SA-1 is considered impossible with the current FPGA, I don't see it happening.  Even if SA-1 is too difficult to do I feel another hardware revision would probably not be made to tackle it based on what I've seen.

The important point however is WHAT those games are. A large amount of those FX games are some of the most notable or best games in the SNES library such as Star Fox or Yoshi's Island, not to mention unreleased games like Star Fox 2. And the SA-1 has games like Mario RPG and Kirby Super Star as well. This isn't just some chip that was used in a handful of EA sports titles, there is a reason many people have been longing for SA-1 and FX support.
Title: Re: gsu (superfx) support [work in progress]
Post by: mario64 on March 30, 2018, 01:21 AM
Hi redguy. Thanks for your work on this. Is there a way we can donate to help the cause?
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on March 30, 2018, 07:16 AM
SuperFX was the most well known "special chip" ever installed on a classic console cartridge, so it's been a "holy grail" for quite some time.  SA-1 would be fantastic as well, but that's not what the OP is working on right now.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on March 30, 2018, 03:19 PM
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.
Title: Re: gsu (superfx) support [work in progress]
Post by: mario64 on March 30, 2018, 04:30 PM
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!
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on March 30, 2018, 06:39 PM
SuperFX was the most well known "special chip" ever installed on a classic console cartridge, so it's been a "holy grail" for quite some time.  SA-1 would be fantastic as well, but that's not what the OP is working on right now.

Right, we're just saying we hope it doesn't get totally ignored by others, that's all.
Title: Re: gsu (superfx) support [work in progress]
Post by: jonnnlad 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
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on March 31, 2018, 05:49 AM
I just fixed a bug that was randomly crashing Yoshi's Island and several other games.  The games run faster now than in the star fox video, but they still lag too much in parts to be fun to test.

Played through most of one route before Andross blew me up (I blame the lag):
Star Fox

Plays fine, but haven't tested a lot:
Star Fox 2
Yoshi's Island
Stunt Race FX
Dirt Trax FX
Dirt Racer
Vortex

Random pixels go bad, but playable:
Doom

Bad background graphics.  Not playable:
Winter Gold

First I'm going to fix Winter Gold and hope it fixes Doom.  Then the performance will be fixed.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on March 31, 2018, 07:28 AM
That is phenomenal!
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on March 31, 2018, 07:30 AM
I don't get it.
For years nobody dared to touch this but here comes redguy and nails it in a couple short weeks... this is astonishing.
Title: Re: gsu (superfx) support [work in progress]
Post by: krom on March 31, 2018, 10:00 AM
Quote from: redguy
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.
Hi redguy,
I thought I'd start with a cache injection demo which you can find here:
https://github.com/PeterLemon/SNES/tree/master/CHIP/GSU/GSUTest/CACHEINJECT (https://github.com/PeterLemon/SNES/tree/master/CHIP/GSU/GSUTest/CACHEINJECT)

It's basically the 1st 2 tests from my ADC demo, but converted to cache injected code...
Here is how I setup this demo:
1. GSU Cart Has No SRAM Or Extended Header
2. GSU Cache Code Uploaded From SNES Side (Writes Minimum Cache Line Data)
3. GSU RON & RAN Not Set
4. GSU Resumes Using PC After STOP

Your output should match this screenshot to pass:
(https://raw.githubusercontent.com/PeterLemon/SNES/master/CHIP/GSU/GSUTest/CACHEINJECT/GSUCACHEINJECT.png)
I hope this helps, good luck =D
Title: Re: gsu (superfx) support [work in progress]
Post by: goombakid on March 31, 2018, 10:01 AM
Awesome progress, redguy! Please keep up the great work!
Title: Re: gsu (superfx) support [work in progress]
Post by: GadgetUK on March 31, 2018, 10:44 AM
Wow, awesome news!  Keep up the great work!  I do hope you can complete it!
Title: Re: gsu (superfx) support [work in progress]
Post by: efsd on March 31, 2018, 01:49 PM
Finally we will able to play Yoshi Island on the real snes hardware and not to be concerned about losing the save someday due to CRC dying!

That's great! Will it be on the next firmware? (I was almost buying the real cartridge)
Title: Re: gsu (superfx) support [work in progress]
Post by: Marice on March 31, 2018, 02:29 PM
Wow, just reading up on the progress you made.
Best news of 2018 so far!

Would love to donate you a beer !
Title: Re: gsu (superfx) support [work in progress]
Post by: Spoonman on March 31, 2018, 02:42 PM
Very impressive! :O  I think this is what many current, and future SD2SNES owners have been waiting for.

Also, is this work something that can also benefit the Super Nt? So that it may also load FX games via the rom loader?
Title: Re: gsu (superfx) support [work in progress]
Post by: mario64 on March 31, 2018, 03:30 PM
I don't get it.
For years nobody dared to touch this but here comes redguy and nails it in a couple short weeks... this is astonishing.
All it takes is someone with the will and know how. Here’s to redguy!
Title: Re: gsu (superfx) support [work in progress]
Post by: socksfelloff on March 31, 2018, 04:31 PM
I don't get it.
For years nobody dared to touch this but here comes redguy and nails it in a couple short weeks... this is astonishing.

Sometimes it takes a different mind to take a different approach. This reminds me of Unseen64 coming out of nowhere with GCVideo after years of everyone saying it cant be done. GeoHot hacked the ps3 in a few days after years of all the "top guys" in the scene saying it wasn't going to happen.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on March 31, 2018, 05:07 PM
I don't get it.
For years nobody dared to touch this but here comes redguy and nails it in a couple short weeks... this is astonishing.

Sometimes it takes a different mind to take a different approach. This reminds me of Unseen64 coming out of nowhere with GCVideo after years of everyone saying it cant be done. GeoHot hacked the ps3 in a few days after years of all the "top guys" in the scene saying it wasn't going to happen.

Some men are born for greatness.
Title: Re: gsu (superfx) support [work in progress]
Post by: loukey on March 31, 2018, 06:02 PM
This is great news!  Thank you for the hard work redguy and all who have laid the foundation he's working from as well as those who will build after.  :)
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on March 31, 2018, 07:18 PM
I cannot place a number on how many times I've watched redguy's YouTube video, of StarFox running on the SD2SNES. Very, very exciting developments! I code with 6502 ASM, makes me wish I knew how to write for the SNES, or another language, cause I'd love to contribute to this! I'll keep refreshing this thread per usual, for further reports!
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on March 31, 2018, 07:50 PM
I cannot place a number on how many times I've watched redguy's YouTube video, of StarFox running on the SD2SNES. Very, very exciting developments! I code with 6502 ASM, makes me wish I knew how to write for the SNES, or another language, cause I'd love to contribute to this! I'll keep refreshing this thread per usual, for further reports!

If you know 6502 ASM already, learning 65816 is super easy, as it's mostly the same. The hard part is everything else :P. Start with this: https://wiki.superfamicom.org/ and watch these videos: https://www.youtube.com/watch?v=57ibhDU2SAI&list=PLHQ0utQyFw5KCcj1ljIhExH_lvGwfn6GV
Title: Re: gsu (superfx) support [work in progress]
Post by: protheanbeacon on March 31, 2018, 09:20 PM
I don't get it.
For years nobody dared to touch this but here comes redguy and nails it in a couple short weeks... this is astonishing.

Sometimes it takes a different mind to take a different approach. This reminds me of Unseen64 coming out of nowhere with GCVideo after years of everyone saying it cant be done. GeoHot hacked the ps3 in a few days after years of all the "top guys" in the scene saying it wasn't going to happen.

Yeah. This reminds me of the guy who recently hacked the Sega Saturn proving that was possible as well.

People have said that his work will lead to better emulators of the console and a possible mod of the console where the CD/DVD drive what have you is removed and replaced with some sort of flash card type of device that can load the game Isos from that and play them.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on March 31, 2018, 10:34 PM
I don't get it.
For years nobody dared to touch this but here comes redguy and nails it in a couple short weeks... this is astonishing.

Sometimes it takes a different mind to take a different approach. This reminds me of Unseen64 coming out of nowhere with GCVideo after years of everyone saying it cant be done. GeoHot hacked the ps3 in a few days after years of all the "top guys" in the scene saying it wasn't going to happen.

Yeah. This reminds me of the guy who recently hacked the Sega Saturn proving that was possible as well.

People have said that his work will lead to better emulators of the console and a possible mod of the console where the CD/DVD drive what have you is removed and replaced with some sort of flash card type of device that can load the game Isos from that and play them.

I think you are talking about 2 different guys/ projects.

The one who hacked the Sega saturn is called Prof.  Abrasive and he is developing a flash cart for the saturn that connects via the videocd card port in the back,  so no need to remove or modify anything. Whether that leads to better emulators or not,  we'll have to see,  but he did get a lot of help from a lot of people initially.

The device that requires the drive to be removed to install it is called the "Rhea / Phoebe" and it was created by a different guy who did not hack the saturn.
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on April 01, 2018, 04:29 PM
At least we might be getting it finally, right? That's something to be happy about at least. I rarely venture into criticism of product creators such as this, but this time I feel it's completely unwarranted. There's no point in ragging on ikari for it. We have our awesome SD2SNES's, what it's currently capable of (MSU1 capability on the cart being the most amazing thing that's happened on the SNES since the days when it was a current gen console), and what it might be capable of in the future, because of ikari. I have nothing but total respect for the guy.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 01, 2018, 07:00 PM
Just thought if Ikari is working on the Cheat menu we will have a very nice v1.8 release.  :)
Title: Re: gsu (superfx) support [work in progress]
Post by: FeverDrive on April 02, 2018, 04:50 AM
Since redguy is working on SuperFX at this point, it allows ikari to focus on SA-1and/or other features for the SD2SNES.
I'm sure SA-1 will finally be implemented, but it won't be by Ikari.
He made his contribution and we all thank him for that, but we shouldn't expect him to implement the big features.
Redguy or some other programmer will tackle the SA-1.
For now let's focus in the completion of Super FX.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 02, 2018, 07:38 PM
Isn't the SA-1 much slower and has smaller command set than the GSU?

PS. I can smell big price drop on US SuperFX carts on ebay.  :D
Title: Re: gsu (superfx) support [work in progress]
Post by: dvd2vcd on April 02, 2018, 10:13 PM
PS. I can smell big price drop on US SuperFX carts on ebay.  :D
no chance on price drop. megaman X2 & X3 are still sky rocket high prices and SD2SNES has ran those for ages...
Title: Re: gsu (superfx) support [work in progress]
Post by: Sarge on April 02, 2018, 10:54 PM
I wish, but doubtful.  Not enough people with SD2SNESes, and emulation has already deflated the market quite a bit from where it would be otherwise.  Seriously, imagine how much these games would cost without that!   :o
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 03, 2018, 01:18 AM
PS. I can smell big price drop on US SuperFX carts on ebay.  :D
no chance on price drop. megaman X2 & X3 are still sky rocket high prices and SD2SNES has ran those for ages...

Those are Cx4 games though. eBay is a terrible place to get used games IMO.
Title: Re: gsu (superfx) support [work in progress]
Post by: Nobody09 on April 03, 2018, 03:15 AM
I'm impressed that someone actually got Star Fox running on SD2SNES even with lag it's impressive.
Title: Re: gsu (superfx) support [work in progress]
Post by: marionintendo on April 03, 2018, 06:48 AM
wow.
just woooooooooooow.
Title: Re: gsu (superfx) support [work in progress]
Post by: Marice on April 03, 2018, 12:28 PM
So ehm,. is it out yet?

I see some people on twitter are already having a go at it :)
(or is it only private for now)?

See: https://twitter.com/SmokeMonsterTWI/status/981023693072687104
Title: Re: gsu (superfx) support [work in progress]
Post by: Spoonman on April 03, 2018, 01:11 PM
Has the FX enabled SD2SNES firmware been released publicly as of yert?
It looks very impressive from what I've seen.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 03, 2018, 02:36 PM
I'm going to fix 1 more bug before posting it up for everyone to try.
Title: Re: gsu (superfx) support [work in progress]
Post by: Enmet on April 03, 2018, 03:43 PM
https://clips.twitch.tv/ProtectiveToughTruffleFreakinStinkin

I got to test it out recently along with two other people who did a warpless speedrun race of Yoshi's Island, from start to finish. This clip here is a few days old though so some things have been fixed. Note that the clip shows the practice ROM hack and not the original ROM.

Looking forward to the release!
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 03, 2018, 03:58 PM
http://krikzz.com/forum/index.php?action=dlattach;topic=7451.0;attach=1110
(You can also click the link in the attached files section below)
See first post for latest file: http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

* This is a beta.  Expect crashes and unusual behavior on superfx games. *

This is a beta version of the sd2snes firmware with support for the superfx (gsu) chip.  To install
copy the files in the sd2snes/ (firmware.img, fpga_gsu.bit, fpga_base.bit) directory into the sd2snes/ directory on your SD card.
You should have a working version of the sd2snes 0.1.7e firmware on the SD card before doing this.

- Verify the version says 0.1.7e-gsu-v01 in the sd2snes menu.  Do this by pressing X->System Information.
- Turn off in-game hooks in the sd2snes menu.  They crash several games.
- Saving to SD is temporarily disabled.  Make sure to hold down the reset button for a few seconds to write a save file to the SD.
- PAL games and systems are not well tested.  Try a NTSC game on a NTSC compatible console if you have problems.

Known Issues
------------
- Games may crash on startup.  Power cycle and try again if they do this.  Make sure in-game hooks are disabled in the sd2snes menu.
- Random graphical glitches may happen on game startup.  Power cycle and try again if they do this.
- Doom has graphical glitches.
- Stunt Race FX may have graphical glitches at the beginning of a race.
- Games may not run at exactly the same speed as the original cart.  This may improve in future versions.
- Not currently compatible with usb2snes or other sd2snes firmware modifications.  This will be fixed for usb2snes in the future.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 03, 2018, 04:10 PM
The usb changes don't fit on the fpga at the same time as the superfx chip.  So the best I can do is allow the usb2snes firmware to load the superfx chip but not support all the usb features at the same time.  This will be done in the future.
Title: Re: gsu (superfx) support [work in progress]
Post by: galvatron1983 on April 03, 2018, 04:14 PM
Amazing work Redguy, you are officially a SNES legend from this point on.

Once SuperFX is perfected on SD2SNES, is it just SDD1 and SA1 left to cover?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 03, 2018, 04:49 PM
I just picked 2 Yoshis Island JAP carts on ebay to replace the eeprom,,, I guess there is no need for that anymore...  :'( of joy,  astounding!
Seeing GSU games run on the SD2SNES even with this early beta test version is just mind blowing.
Bless your talent and the time you've put into this redguy.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 03, 2018, 04:57 PM
Amazing work Redguy, you are officially a SNES legend from this point on.

Once SuperFX is perfected on SD2SNES, is it just SDD1 and SA1 left to cover?

Essentially yes, I'd rather see SA-1 next to be honest, in due time.
Edit: Already a beta version to test? Sweeeeet!  8) :P
Title: Re: gsu (superfx) support [work in progress]
Post by: efsd on April 03, 2018, 04:59 PM
http://krikzz.com/forum/index.php?action=dlattach;topic=7451.0;attach=1110
(You can also click the link in the attached files section below)

* This is a beta.  Expect crashes and unusual behavior on superfx games. *

This is a beta version of the sd2snes firmware with support for the superfx (gsu) chip.  To install
copy the files in the sd2snes/ (firmware.img, fpga_gsu.bit, fpga_base.bit) directory into the sd2snes/ directory on your SD card.
You should have a working version of the sd2snes 0.1.7e firmware on the SD card before doing this.

- Verify the version says 0.1.7e-gsu-v01 in the sd2snes menu.  Do this by pressing X->System Information.
- Turn off in-game hooks in the sd2snes menu.  They crash several games.
- Saving to SD is temporarily disabled.  Make sure to hold down the reset button for a few seconds to write a save file to the SD.
- PAL games and systems are not well tested.  Try a NTSC game on a NTSC compatible console if you have problems.

Known Issues
------------
- Games may crash on startup.  Power cycle and try again if they do this.  Make sure in-game hooks are disabled in the sd2snes menu.
- Random graphical glitches may happen on game startup.  Power cycle and try again if they do this.
- Doom has graphical glitches.
- Stunt Race FX may have graphical glitches at the beginning of a race.
- Games may not run at exactly the same speed as the original cart.  This may improve in future versions.
- Not currently compatible with usb2snes or other sd2snes firmware modifications.  This will be fixed for usb2snes in the future.

AMAZING!!!! I'll test Yoshi Island as soon as i get home tonight!
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 03, 2018, 05:03 PM
Thx redguy,really appreciate your hard work,testing star fox now on a super cic enhanced pal snes 1chip,and its working.
Keep up the good work and again big thumbs up for your work.
On Doom i see artifacts in the background,Stunt Race Fx unplayable cause its glitching.
Yoshi's Island working fine first 2 worlds.
Title: Re: gsu (superfx) support [work in progress]
Post by: aldocx on April 03, 2018, 06:10 PM
Registered just to thank you redguy, you're amazing!
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on April 03, 2018, 06:13 PM
Thanks redguy you rock! Absolutely the best thing of 2018.
Title: Re: gsu (superfx) support [work in progress]
Post by: ka55 on April 03, 2018, 06:18 PM
redguy excellent work, thank you very much.  ;)


Text in portuguese.
Excelente trabalho redguy, muito obrigado.  ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: kogami on April 03, 2018, 06:23 PM
In french

Merci énormément pour ce travail !!!!
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on April 03, 2018, 07:05 PM
In french

Merci énormément pour ce travail !!!!

+1 Le top !!!

Je viens de tester à l'instant Starfox, Starfox 2 et Yoshi's Island sur le SD2SNES le rêve devient réalité...

The dream comes true... 8)

Many Thanks !
Title: Re: gsu (superfx) support [work in progress]
Post by: Hanafuda on April 03, 2018, 07:35 PM
http://krikzz.com/forum/index.php?action=dlattach;topic=7451.0;attach=1110
(You can also click the link in the attached files section below)

* This is a beta.  Expect crashes and unusual behavior on superfx games. *

This is a beta version of the sd2snes firmware with support for the superfx (gsu) chip.  To install
copy the files in the sd2snes/ (firmware.img, fpga_gsu.bit, fpga_base.bit) directory into the sd2snes/ directory on your SD card.
You should have a working version of the sd2snes 0.1.7e firmware on the SD card before doing this.

- Verify the version says 0.1.7e-gsu-v01 in the sd2snes menu.  Do this by pressing X->System Information.
- Turn off in-game hooks in the sd2snes menu.  They crash several games.
- Saving to SD is temporarily disabled.  Make sure to hold down the reset button for a few seconds to write a save file to the SD.
- PAL games and systems are not well tested.  Try a NTSC game on a NTSC compatible console if you have problems.

Known Issues
------------
- Games may crash on startup.  Power cycle and try again if they do this.  Make sure in-game hooks are disabled in the sd2snes menu.
- Random graphical glitches may happen on game startup.  Power cycle and try again if they do this.
- Doom has graphical glitches.
- Stunt Race FX may have graphical glitches at the beginning of a race.
- Games may not run at exactly the same speed as the original cart.  This may improve in future versions.
- Not currently compatible with usb2snes or other sd2snes firmware modifications.  This will be fixed for usb2snes in the future.


Thank you very, very much!!!!!!
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 03, 2018, 07:37 PM
Edit: 04/04/2018

I've tested all games released with Super FX and FX 2. Snes used is the NTSC-USA 1CHIP-02 FAT (0.1.7e-gsu-v01)
(Roms from pack of smokemonster)

Dirt Racer (Europe) - Works well (Crash, but worked after reset)

Dirt Trax FX - Works well, a bit slow

Doom - Worked with artifacts, but speed is good

Star Fox - Works well, a bit slow

Star Fox 2 - Works very well

Stunt Race - Works well, a bit slow

Vortex - Worked and playable, a bit slow

Winter Gold (Europe) - It worked perfect (To leave the menu you have to go in the options and add a player, go back and select the competition)

Yoshi's Island - It worked perfect (I have the original and did not see differences in the first two phases)

I tested some translated roms and hacks and they worked well (Yoshi Hack worked perfect and Star Fox Hack ran with glitch)

Thank you Redguy! 2018 is beautiful! ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: Jonny0r on April 03, 2018, 07:41 PM
You are awesome redguy, really waiting for this since a long time :)

Will there be any github or something to get updates?

Thank you very much!
Title: Re: gsu (superfx) support [work in progress]
Post by: Hensez on April 03, 2018, 07:43 PM
This is just great!

I had a very different experience with Winter Gold. I don't have a true PAL machine to test this on, but running on a Super CIC modded Super Famicom (in 50hz obviously), Winter Gold seems to exhibit no odd or unexpected behaviour, though I have to admit I am not too familiar with this game. Same thing goes for Dirt Racer: it is equally as unplayable as the original cartridge. Looks like you've got the PAL-exclusive titles down already, despite not testing them.

Thank you for your hard work redguy! I hope you'll have success in your future endeavours. I'm having a blast with Yoshi's Island!

EDIT: For some reason, I find it amusing that your beta has more accurate "Touch Fuzzy, Get Dizzy" behaviour than Nintendo's recent efforts.
Title: Re: gsu (superfx) support [work in progress]
Post by: kogami on April 03, 2018, 07:44 PM
Test video in game ;)

https://www.youtube.com/watch?v=PTOfpUOiXLg
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 03, 2018, 07:45 PM
Да.. реално молодец парень, годами ждальи ну и наконец то дождались.
Попрошайничать легко, а самому тысячу чясов и бессонные ночи далеко не слабо вложыть на опен-сорс.
Низкий поклон тебе красныи чувак.

Now let's get back to ENGLISH please, clearly everybody here knows more than a few languages.
 ;) ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 03, 2018, 07:58 PM
Test video in game ;)

https://www.youtube.com/watch?v=PTOfpUOiXLg

Nice video! Thanks!
Title: Re: gsu (superfx) support [work in progress]
Post by: Shadow on April 03, 2018, 08:18 PM
RedGuy should be known as the SFXGuy from now on XD

Also my posts keep disappearing. Anyone else having the same issue?
Title: Re: gsu (superfx) support [work in progress]
Post by: Alvis on April 03, 2018, 08:34 PM
Was seeing some odd Stunt Race behavior where the 2WD vehicle (normally unlockable) was available from the start in all modes. Cycling through the other vehicles caused the 2WD to disappear.

This glitch survived a reset, but not a hard power cycle.
Title: Re: gsu (superfx) support [work in progress]
Post by: EverDriver on April 03, 2018, 08:37 PM
Hi Shadow!

No. No one else has the same issue.
Just a bit of politeness and your post won't disappear.

RedGuy no words. just incredible.
Title: Re: gsu (superfx) support [work in progress]
Post by: protheanbeacon on April 03, 2018, 08:49 PM
I've been testing things out on the new Super NT created by Kevin Horton (Kevtris) of the Analogue company.

So far the majority of games seem to work good or at least to playability levels.

Super Mario World 2: Yoshi's Island= I get a start up Nintendo chiming sound with garbled graphics and thats it. The game won't move on from there to become playable in any way even after various power recycles and following Redguy's instructions to disable in game hooks.

Star Fox: Plays and runs perfect as far as I can tell.

Vortex= Plays and runs perfect as far as I can tell.

Doom= minor screen glitching but very playable.

Stunt Race FX= start up menu screen is perfect but game screen glitches from left to right making it unplayable unless you can somehow ignore it and prevent severe dizziness from developing in yourself.

Dirt Trax FX= I think this was the other racing game I played as it was on motorcycles and apparently on a dirt track so yeah. Anyway graphically it looked and played perfectly.

Winter Gold= Discovered I had a PAL version of the game when the game pak informed me onscreen this way the case and to remove the cartridge because it was unplayable in my area/region, etc. Bummer.

Anyway I plan to test things on my genuine RGB modded SNES mini on the old Framemeister a bit later and I suspect SMW2: Yoshi's Island will work on it.

Its obvious as great as the Super NT is Kevtris still hasn't gotten all the bugs worked out as on my console at least (the black colored version) Super Mario Kart and Pilotwings are unplayable as well and yes I'm on the very latest firmware and I already reported this to Analogue's email staff in which I got a reply and I believe a thanks from so who knows if they have reported what I had to say to Kevtris or not? I hope that they did.  :P

Anyway great work as always Redguy.

You're obviously a "goddamned genius!" to quote the drill instructor from Forrest Gump or like Matt Damon's genius character from Good Will Hunting or hell even Russel Crowe's real life math genius character "John Nash" from the movie "A Beautiful Mind".
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on April 03, 2018, 08:56 PM
/me switches troll ignore mode on.

Hey @redguy, you provided me a evening of childhood feelings here. Just went on and played Yoshi's Island for a few hours. :D
Trying PAL games results in funny glitches, but I remember these... When I try to use a PAL Starwing game on a NTSC console I have similar blocks of garbage.
Ah and Yoshi's Island PAL says it's not made for this console. SO the region lockout seems to be non working here.
Star Fox 1 and 2 tend to hang in intro on Super NT, but seeing it doing something is a great one :D
Title: Re: gsu (superfx) support [work in progress]
Post by: infiniteneslives on April 03, 2018, 09:03 PM
Nice work redguy!

Curious if you'd be willing to share more technical info about your implementation.  Mostly curious about how much of the FPGA's resources are used?
Title: Re: gsu (superfx) support [work in progress]
Post by: TomKeller on April 03, 2018, 09:10 PM
Super Mario World 2: Yoshi's Island= I get a start up Nintendo chiming sound with garbled graphics and thats it. The game won't move on from there to become playable in any way even after various power recycles and following Redguy's instructions to disable in game hooks.
Had the same issue - but strangely converting my .smc ROM file to .sfc (which afaik only strips the unnecessary 512 byte header from the file) made the game work for whatever reason.
Title: Re: gsu (superfx) support [work in progress]
Post by: megari on April 03, 2018, 09:24 PM
I've been testing things out on the new Super NT created by Kevin Horton (Kevtris) of the Analogue company.

So far the majority of games seem to work good or at least to playability levels.

Super Mario World 2: Yoshi's Island= I get a start up Nintendo chiming sound with garbled graphics and thats it. The game won't move on from there to become playable in any way even after various power recycles and following Redguy's instructions to disable in game hooks.

Star Fox: Plays and runs perfect as far as I can tell.

Vortex= Plays and runs perfect as far as I can tell.

Doom= minor screen glitching but very playable.

Stunt Race FX= start up menu screen is perfect but game screen glitches from left to right making it unplayable unless you can somehow ignore it and prevent severe dizziness from developing in yourself.

Dirt Trax FX= I think this was the other racing game I played as it was on motorcycles and apparently on a dirt track so yeah. Anyway graphically it looked and played perfectly.

Winter Gold= Discovered I had a PAL version of the game when the game pak informed me onscreen this way the case and to remove the cartridge because it was unplayable in my area/region, etc. Bummer.

Anyway I plan to test things on my genuine RGB modded SNES mini on the old Framemeister a bit later and I suspect SMW2: Yoshi's Island will work on it.

Its obvious as great as the Super NT is Kevtris still hasn't gotten all the bugs worked out as on my console at least (the black colored version) Super Mario Kart and Pilotwings are unplayable as well and yes I'm on the very latest firmware and I already reported this to Analogue's email staff in which I got a reply and I believe a thanks from so who knows if they have reported what I had to say to Kevtris or not? I hope that they did.  :P

Anyway great work as always Redguy.

You're obviously a "goddamned genius!" to quote the drill instructor from Forrest Gump or like Matt Damon's genius character from Good Will Hunting or hell even Russel Crowe's real life math genius character "John Nash" from the movie "A Beautiful Mind".

Many of your problems sound like ones one gets when trying to run PAL games in NTSC mode. Super Mario Kart works fine on the Super Nt. Have you tried setting the Super Nt to PAL mode? Are your ROM files PAL versions?
Title: Re: gsu (superfx) support [work in progress]
Post by: countdown on April 03, 2018, 09:25 PM
 Great job!!! Thank you for this.

Also, Reminder

https://docs.google.com/spreadsheets/d/1sxDk_2bIf0VEQqnYw-o0-EhTJSa_01t8eDdVcUmxa40/htmlview
Title: Re: gsu (superfx) support [work in progress]
Post by: screevo on April 03, 2018, 09:29 PM
Super Mario World 2: Yoshi's Island= I get a start up Nintendo chiming sound with garbled graphics and thats it. The game won't move on from there to become playable in any way even after various power recycles and following Redguy's instructions to disable in game hooks.
Had the same issue - but strangely converting my .smc ROM file to .sfc (which afaik only strips the unnecessary 512 byte header from the file) made the game work for whatever reason.

Changing the extension doesn't strip a header. It just identifies it as headered or unheadered. A .smc file should be headered, and most things will properly open a file whose extension doesn't match whether or not it is headered.
Title: Re: gsu (superfx) support [work in progress]
Post by: megari on April 03, 2018, 09:35 PM
Hi Shadow!

No. No one else has the same issue.
Just a bit of politeness and your post won't disappear.

RedGuy no words. just incredible.

I've been polite. Covering up the truth isn't making anyone look better either. Look at how quickly redguy is programming the FX chip.  I'm just tired of being lied too and everyone should be too. If the truth upsets you then by all means continue living in lala land.
BTW you've deleted everyone elses posts too not just mine so yes the others have had the same issue.

No, you most definitely have not been polite. Having the nerve of complaining and concocting conspiracy theories about someone like ikari who has made a great contribution to the community 1) for free 2) on his free time and 3) open-sourced it, is beyond rude and entitled. He does not owe anything to you, or anyone. He has other priorities in life for the time being, and does not have a lot of time to work on the SD2SNES. Please understand.
Title: Re: gsu (superfx) support [work in progress]
Post by: protheanbeacon on April 03, 2018, 09:48 PM
Quote from: megari
Many of your problems sound like ones one gets when trying to run PAL games in NTSC mode. Super Mario Kart works fine on the Super Nt. Have you tried setting the Super Nt to PAL mode? Are your ROM files PAL versions?

For whatever reason Super Mario Kart does not work on my version of the Super NT and I have the latest firmware update (4.5 I think it is?) and also after reading your post I just now went and "acquired" a verified USA Super Mario Kart rom and tested it on the Super NT in both smc and sfc file versions and the game simply will not move past the Nintendo logo chiming sound screen.

Thanks for trying to help though.
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on April 03, 2018, 09:52 PM
You are missing the DSP rom needed for it.

Quote
For DSPx / ST0010 support you need the DSP ROM dumps:

dsp1.bin
dsp1b.bin
dsp2.bin
dsp3.bin
dsp4.bin
st0010.bin

They should be quite easy to find on the nets.
Title: Re: gsu (superfx) support [work in progress]
Post by: TomKeller on April 03, 2018, 10:08 PM
Changing the extension doesn't strip a header. It just identifies it as headered or unheadered. A .smc file should be headered, and most things will properly open a file whose extension doesn't match whether or not it is headered.
I did not just changed the extension. Why would i do that? Changing the extension of a file does not change its content. I used an online converter to convert the file from .smc to .sfc format. I checked with an hex editor and (as expected) the conversion removed the first 512 bytes (containing plain zeros as hex value).

Judging from my own experience the SD2SNES should work with headerless ROM files as well as with files containing a header. But for whatever reason my ROMs for "Star Fox" and "Yoshi's Island" won't work, if they are containing a header. "Yoshi's Island" shows the exact same behavior as described by 'protheanbeacon' (the Nintendo chiming sound with garbled graphics) and "Star Fox" only shows a black screen with some small white stripes on the left corner of the screen, while the music from the "Nintendo presents" intro plays -> but i never get into the main menu. The music ends and the screen stays as it is: black with two small white stripes in the corner. Stripping the header however makes both ROM files working without any problem...
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on April 03, 2018, 10:11 PM
I wonder if this is the same Shadow from efnet irc. If it is, lol just ignore him that's just the way he is.
Title: Re: gsu (superfx) support [work in progress]
Post by: sTo0z on April 03, 2018, 10:37 PM
Just wanted to pop in and say THANK YOU for this amazing work, redguy!
Title: Re: gsu (superfx) support [work in progress]
Post by: protheanbeacon on April 03, 2018, 10:38 PM
You are missing the DSP rom needed for it.

Quote
For DSPx / ST0010 support you need the DSP ROM dumps:

dsp1.bin
dsp1b.bin
dsp2.bin
dsp3.bin
dsp4.bin
st0010.bin

They should be quite easy to find on the nets.

Thanks!!

That did it!!!

Not only for making Super Mario Kart and Pilotwings work but for whatever strange reason Super Mario World 2: Yoshi's Island is now working as well!!!!
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on April 03, 2018, 10:52 PM

Thanks!!

That did it!!!

Not only for making Super Mario Kart and Pilotwings work but for whatever strange reason Super Mario World 2: Yoshi's Island is now working as well!!!!

OOOK, now this is funny...
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 03, 2018, 10:56 PM
/me switches troll ignore mode on.

Hey @redguy, you provided me a evening of childhood feelings here. Just went on and played Yoshi's Island for a few hours. :D
Trying PAL games results in funny glitches, but I remember these... When I try to use a PAL Starwing game on a NTSC console I have similar blocks of garbage.
Ah and Yoshi's Island PAL says it's not made for this console. SO the region lockout seems to be non working here.
Star Fox 1 and 2 tend to hang in intro on Super NT, but seeing it doing something is a great one :D

Hi dreimer,i got yoshi's island pal version working here,my snes is in ntsc mode.
Got a super cic mod and igr mod in it.
https://www.videogameperfection.com/products/snes-super-cic-board/
Thats what i have in my PAL 1chip snes.
For the rest,awesome work from redguy
Title: Re: gsu (superfx) support [work in progress]
Post by: fandangos on April 03, 2018, 10:57 PM
Just wanted to thank Redguy for his effort in making this.

The Super Nintendo is one of the most iconic systems ever and it deserves a flash cartridge that can play it's entire library on real hardware.
Thank you.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 03, 2018, 11:21 PM
Just a reminder to anyone having problems:

Power cycle (reboot) if a game fails to boot, or if it loads with graphical glitches
Disable in-game hooks on your SD2SNES
Title: Re: gsu (superfx) support [work in progress]
Post by: K405 on April 04, 2018, 12:01 AM
Thank you!  8) you are awesome!
Title: Re: gsu (superfx) support [work in progress]
Post by: adimifus on April 04, 2018, 12:26 AM
Amazing work, redguy!

Every SuperFX game runs for me.

I'm using a Rev E2 SD2SNES on an SNES mini console.

Dirt Trax FX had garbage over ~1/3 of the screen two times I ran it, the third time loaded fine.
Doom has random flickering pixels all over the wall textures. I've tried rebooting a number of time, doesn't seem to help.
Yoshi's Island booted to white dots instead of the intro text once, and every other time it's booted up fine.
Winter Gold froze at the opening Nintendo screen once, booted fine the second try.

The SNES Classic Star Fox 2 ROM, the Star Fox 2 beta and its translations all work fine for me, too.

Other than that, the worst thing that happens is slowdown. Not bad for a first beta release!

Here's a video I made showing the games running:
https://youtu.be/AabQN5EhrSI
Title: Re: gsu (superfx) support [work in progress]
Post by: Do not even ask on April 04, 2018, 12:27 AM
Ran this on my SNES Mini and once you disable the in-game hooks every SuperFX game is playable. PAL games like Winter Gold did work on my NTSC SNES. I compared Starfox on the SD2SNES to my actual SF cart and it runs a touch slower than the real deal. Still nothing beats finally having Yoshi's Island playable.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 04, 2018, 12:41 AM
Ran this on my SNES Mini and once you disable the in-game hooks every SuperFX game is playable. PAL games like Winter Gold did work on my NTSC SNES. I compared Starfox on the SD2SNES to my actual SF cart and it runs a touch slower than the real deal. Still nothing beats finally having Yoshi's Island playable.

Quick question about this experimental firmware, SRM/SAV saving still works, correct? We just need to hit the reset button on the SD2SNES to ensure that it saves the game? Thanks  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: mario64 on April 04, 2018, 12:46 AM
On my Super NT using a rev H SD2SNES (with hooks disabled), I'm having fairly good success. The main issue at this point seems to be having to reset or power cycle to get some games to work. Redguy you sir are a legend!
Title: Re: gsu (superfx) support [work in progress]
Post by: Reed_Solomon on April 04, 2018, 01:00 AM
Ran this on my SNES Mini and once you disable the in-game hooks every SuperFX game is playable.
Perhaps it would be an idea to implement "Disable in-game hooks" by chip type?
Title: Re: gsu (superfx) support [work in progress]
Post by: double_helix on April 04, 2018, 01:01 AM
Awesome work! Just another user coming in to express his gratitude to redguy for making this possible.

Redguy, you deserve a few beers for this!
Title: Re: gsu (superfx) support [work in progress]
Post by: Jegriva on April 04, 2018, 01:02 AM
It’s happening, isn’t it?
Title: Re: gsu (superfx) support [work in progress]
Post by: efsd on April 04, 2018, 01:09 AM
Yoshi's Island is now working fine EVEN on my chinese sd2snes, not bad heh? Can't wait to see SA-1 games working too so i can finally box my SNES Classic to sell it by a good price within a couple of years from now.
Title: Re: gsu (superfx) support [work in progress]
Post by: Bits n Stuff on April 04, 2018, 01:17 AM
Wow, even when this thread was started I thought we would be months away from where we are now.

I'm not an expert at this stuff so I'm going to leave the testing to people who know what they're doing but I'm so impressed with what has been achieved here.
Title: Re: gsu (superfx) support [work in progress]
Post by: oskarzer0 on April 04, 2018, 01:30 AM
Thank you redguy, its miracle.
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 04, 2018, 01:31 AM
Ran this on my SNES Mini and once you disable the in-game hooks every SuperFX game is playable.
Perhaps it would be an idea to implement "Disable in-game hooks" by chip type?

Why? Is a beta version, its normal some things fail. In hook game are one of the best features of sd2snes, i wait in the future this can be fixed for fx chip.

Pd thank you for all you free work redguy.
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on April 04, 2018, 03:29 AM
Just tried out. Good stuff. A little bit of slow down (Star Fox 2) and a few graphical glitches (Doom and Stunt Race FX) but otherwise, amazing beta release. Only game I couldn't get to actually boot was Winter Gold, which just freezes at the title screen. I've currently got Yoshi's Island idling on the title screen on the SD2SNES and it's quite surreal to me.  :D

I believe that Picante fellow owes you $1,000. https://twitter.com/PicanteLive/status/961352854681325569 (https://twitter.com/PicanteLive/status/961352854681325569)
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 04, 2018, 03:35 AM
Been having a blast messing around with the super FX beta release.

Noticed a small slow down in Yoshi's island on the first level when you push the first boulder, other than that it's been great.
Title: Re: gsu (superfx) support [work in progress]
Post by: efsd on April 04, 2018, 03:43 AM
Been having a blast messing around with the super FX beta release.

Noticed a small slow down in Yoshi's island on the first level when you push the first boulder, other than that it's been great.

I've noticed a minor slow down in Yoshi's Island too but in the level where you are in the cave. I'm not sure if there are the same slow down on the real cartridge though. Those random glitches are hard to confirm...
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on April 04, 2018, 03:44 AM
Been having a blast as well with this! I'm using an ntsc 1chip-03. I wasn't able to have Yoshi's Island save though. I even did the reset of the snes, and when I rebooted I had no save files?
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 04, 2018, 04:38 AM
So since SD saves are temporarily disabled, would we still be able to save our games' progress by saving in-game, then hitting reset? That's my understanding to this beta firmware anyway.
Title: Re: gsu (superfx) support [work in progress]
Post by: FartPuff on April 04, 2018, 04:53 AM
redguy this is incredible, thanks a bunch!  Please keep this up!

SD2SNES Rev H,  0.1.7e-gsu-v01, Analogue Super NT firmware v4.5

Plays!

Star Fox
Star Fox 2
Super Mario World 2
Stunt Race FX
Dirt Trax FX

I did notice that certain versions don't work, you have to choose the right ones!   

Sound/Music is messed up here and there, sometimes no music, minor graphics glitches.  A fiery beta!

the_randomizer, just hold the reset button for a couple seconds the save should happen then
Title: Re: gsu (superfx) support [work in progress]
Post by: ArrisonChan on April 04, 2018, 05:35 AM
I just did some stopwatch comparisons of Star Fox with a real cart vs. the SD2SNES on both a SNES 1 and a SNES 2 if anyone is curious. Forgive the utter lack of video editing. Not really my forte and this was just moreso for science anyways.

https://youtu.be/hAJuzOAu4rg

Seems like the SD2SNES is about 10% slower, which is crazy progress considering the sheer speed in which this has been put together.
Title: Re: gsu (superfx) support [work in progress]
Post by: Picante on April 04, 2018, 05:39 AM
Just tried out. Good stuff. A little bit of slow down (Star Fox 2) and a few graphical glitches (Doom and Stunt Race FX) but otherwise, amazing beta release. Only game I couldn't get to actually boot was Winter Gold, which just freezes at the title screen. I've currently got Yoshi's Island idling on the title screen on the SD2SNES and it's quite surreal to me.  :D

I believe that Picante fellow owes you $1,000. https://twitter.com/PicanteLive/status/961352854681325569 (https://twitter.com/PicanteLive/status/961352854681325569)

Hey,

This is the creator of that tweet. I do want to say that I'm super impressed that this is coming together and it seems super promising. I'm honestly just surprised how fast this came about.

I think in the initial tweet I was a bit too informal, just because I expected to flesh it out more when someone mentioned they were interested in implementing this, and I was a bit blindsided to see this happening as fast as it did. I spoke with BeeKaay, the other person contributing to the bounty (as you can see in the tweet reply chain he mentioned he was going to match everything I listed) and we came up with the following formal requirements for retrieving the bounty:

1) The code is implemented into https://github.com/mrehkopf/sd2snes (https://github.com/mrehkopf/sd2snes) and from there
2) it is released as part of an official SD2SNES firmware update

Not trying to shift the goalposts or anything like that. Both BeeKaay and I have good reputations in our gaming circles and there should be no doubt that the money will be paid when these are met. It's just good to have formal requirements for bounty eligibility.
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 04, 2018, 05:47 AM
This is simply astounding!  Winter Gold isn't working for me, and Dirt Racer is pretty slow, but that may have been as designed, ha ha.  I did get glitches on most games first shot, but then loaded them a second time and they were alright.  Most amazing is that the other special chips STILL work while SuperFX is implemented.  Again, I'm not a big SuperFX fan beyond Star Fox 1 and Yoshi's Island, so it's hard to judge performance.  Those games work pretty well it seems. 
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on April 04, 2018, 05:48 AM
Just tried out. Good stuff. A little bit of slow down (Star Fox 2) and a few graphical glitches (Doom and Stunt Race FX) but otherwise, amazing beta release. Only game I couldn't get to actually boot was Winter Gold, which just freezes at the title screen. I've currently got Yoshi's Island idling on the title screen on the SD2SNES and it's quite surreal to me.  :D

I believe that Picante fellow owes you $1,000. https://twitter.com/PicanteLive/status/961352854681325569 (https://twitter.com/PicanteLive/status/961352854681325569)

Hey,

This is the creator of that tweet. I do want to say that I'm super impressed that this is coming together and it seems super promising. I'm honestly just surprised how fast this came about.

I think in the initial tweet I was a bit too informal, just because I expected to flesh it out more when someone mentioned they were interested in implementing this, and I was a bit blindsided to see this happening as fast as it did. I spoke with BeeKaay, the other person contributing to the bounty (as you can see in the tweet reply chain he mentioned he was going to match everything I listed) and we came up with the following formal requirements for retrieving the bounty:

1) The code is implemented into https://github.com/mrehkopf/sd2snes (https://github.com/mrehkopf/sd2snes) and from there
2) it is released as part of an official SD2SNES firmware update

Not trying to shift the goalposts or anything like that. Both BeeKaay and I have good reputations in our gaming circles and there should be no doubt that the money will be paid when these are met. It's just good to have formal requirements for bounty eligibility.


If you come through with this, then consider me as another contributor for the SA-1 pool. There is another for SA-1, right?

The only concern is that SA-1 may not be possible on the current FPGA though.
Title: Re: gsu (superfx) support [work in progress]
Post by: Reed_Solomon on April 04, 2018, 06:07 AM

Why? Is a beta version, its normal some things fail. In hook game are one of the best features of sd2snes, i wait in the future this can be fixed for fx chip.

Well assuming everything ends up working fine once out of Beta then sure why bother but if it ends up being an issue then it might be something to consider.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 04, 2018, 06:22 AM
More tests...

I've tested all games released with Super FX and FX 2. Snes used is the NTSC FAT 1-Chip model. (Roms from pack of smokemonster)

Dirt Racer (Europe) - Works well (Crash, but worked after reset)

Dirt Trax FX - Works well, a bit slow

Doom - Worked with artifacts, but speed is good

Star Fox - Works well, a bit slow

Star Fox 2 - Works very well

Stunt Race - Works well, a bit slow

Vortex - Worked and playable, a bit slow

Winter Gold (Europe) - It worked perfect (To leave the menu you have to go in the options and add a player, go back and select the competition)

Yoshi's Island - It worked perfect (I have the original and did not see differences in the first two phases)

I tested some translated roms and hacks and they worked well (Yoshi Hack worked perfect and Star Fox Hack ran with glitch)

(https://i.imgur.com/O776w1x.png)

Thanks!
Title: Re: gsu (superfx) support [work in progress]
Post by: LopeMonkey on April 04, 2018, 07:25 AM
This is absolutely fantastic!! My SD2SNES cannot get here quick enough!!
Title: Re: gsu (superfx) support [work in progress]
Post by: TomKeller on April 04, 2018, 08:15 AM
You are missing the DSP rom needed for it.

Quote
For DSPx / ST0010 support you need the DSP ROM dumps:

dsp1.bin
dsp1b.bin
dsp2.bin
dsp3.bin
dsp4.bin
st0010.bin

They should be quite easy to find on the nets.

Thanks!!

That did it!!!

Not only for making Super Mario Kart and Pilotwings work but for whatever strange reason Super Mario World 2: Yoshi's Island is now working as well!!!!
Okay... that's strange :o . But as long as it works...

"Yoshi's Island" (PAL) does not work for me (only shows a black screen). However the US version works pretty well  :D .
Title: Re: gsu (superfx) support [work in progress]
Post by: protheanbeacon on April 04, 2018, 08:39 AM
Quote from: TomKeller
Okay... that's strange :o . But as long as it works...

Yeah, I'm as puzzled by this as you guys for why adding these dsp chips somehow made SMW2: Yoshi's Island Work.

I found out later thats not all it did.

Stunt Race FX worked perfectly after that as well. No more side to side screen glitching.

Star Fox 2 also worked perfectly and no longer had flashing graphics to the point if you saw what my screen was doing you'd think you were at a rave.  :o

I also found out that I had the Japanese version of Star Fox 2 as I got farther into the menus once the graphics were behaving like normal.

Only thing that seemed to change for the worse after adding the chip sets is now I've had to power cycle a few times to get Doom to run but at least once its up and running it doesn't stop.  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 04, 2018, 09:00 AM
@protheanbeacon
Redguy clearly stated that if the graphics are scrambled, you should power cycle the console.
The graphic glitches in GSU games have nothing to do with the DSP roms, I think it was mere coincidence.
Title: Re: gsu (superfx) support [work in progress]
Post by: DJBabyBuster on April 04, 2018, 09:50 AM
This is epic amazing.  Tested on my Super NT and games are running surprisingly smoothly.  I long ago bought most of the Super FX physical carts, but having a method to play Yoshi's Island hacks on console is remarkable, along with access to Star Fox 2 without paying in excess for a repro cart with an FX chip.  Looking forward to testing further revisions. Thank you so much Redguy for all you hard work!
Title: Re: gsu (superfx) support [work in progress]
Post by: DJBabyBuster on April 04, 2018, 10:13 AM
Quick question: Is needing to hold the reset button for saves limited just to SuperFX games?
So saving features for all other roms behaves as normal with this modified firmware?
Thanks for the info.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 04, 2018, 10:20 AM
Quick question
Yes.
Title: Re: gsu (superfx) support [work in progress]
Post by: Rahzadan on April 04, 2018, 01:35 PM
Quick question: Is needing to hold the reset button for saves limited just to SuperFX games?
So saving features for all other roms behaves as normal with this modified firmware?
Thanks for the info.

Yes, but with a caveat (in current beta version 01 of firmware). I spoke to RedGuy in the Analogue Discord channel yesterday, and he said if you load a regular game AFTER you've reset, having just loaded a Super FX game, the game may still not save properly unless you reset again.

To get around this, if you've just recently reset the console after playing a Super FX rom, completely power off the SNES and back on before playing a regular rom, and the game should save normally after that. He also said this behavior should be fixed in a future (perhaps the next) version of the firmware.
Title: Re: gsu (superfx) support [work in progress]
Post by: efsd on April 04, 2018, 01:44 PM
Quick question: Is needing to hold the reset button for saves limited just to SuperFX games?
So saving features for all other roms behaves as normal with this modified firmware?
Thanks for the info.

Even on non beta firmware although SRAM is automatically copied to SD card during the gameplay you should always hold reset until the leds light up just to ensure that the SRAM is backed up to your SD Card before turn the console off.
Title: Re: gsu (superfx) support [work in progress]
Post by: FartPuff on April 04, 2018, 03:11 PM
Discovered a good trick for those using the Super NT, if you want to get back to the SD2SNES menu in game with hooks turned off without having to power cycle, just use the NT's menu, down+select, then load Turrican, down+select again, then load cart
Title: Re: gsu (superfx) support [work in progress]
Post by: akzkaj on April 04, 2018, 04:34 PM
(https://i.imgur.com/BwttGG3.gif)
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on April 04, 2018, 04:39 PM
Discovered a good trick for those using the Super NT, if you want to get back to the SD2SNES menu in game with hooks turned off without having to power cycle, just use the NT's menu, down+select, then load Turrican, down+select again, then load cart

A quicker way of doing it is hold your reset hotkeys (Up+Select by default) for 3 seconds.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 04, 2018, 04:59 PM
Discovered a good trick for those using the Super NT, if you want to get back to the SD2SNES menu in game with hooks turned off without having to power cycle, just use the NT's menu, down+select, then load Turrican, down+select again, then load cart

That's how I've been doing it, works like a charm  ;D

Discovered a good trick for those using the Super NT, if you want to get back to the SD2SNES menu in game with hooks turned off without having to power cycle, just use the NT's menu, down+select, then load Turrican, down+select again, then load cart

A quicker way of doing it is hold your reset hotkeys (Up+Select by default) for 3 seconds.

Don't hooks need to be enabled to use any hotkeys though? I have them disabled for the sake of stability.

Quick question: Is needing to hold the reset button for saves limited just to SuperFX games?
So saving features for all other roms behaves as normal with this modified firmware?
Thanks for the info.

Yes, but with a caveat (in current beta version 01 of firmware). I spoke to RedGuy in the Analogue Discord channel yesterday, and he said if you load a regular game AFTER you've reset, having just loaded a Super FX game, the game may still not save properly unless you reset again.

To get around this, if you've just recently reset the console after playing a Super FX rom, completely power off the SNES and back on before playing a regular rom, and the game should save normally after that. He also said this behavior should be fixed in a future (perhaps the next) version of the firmware.

Does this need to be done every time we use a game that has saving? I'd figure that'd wear out the reset and power buttons pretty fast, no? I may have to wait till SD card saving is re-enabled.
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on April 04, 2018, 05:26 PM
Don't hooks need to be enabled to use any hotkeys though? I have them disabled for the sake of stability.

Super NT hot keys have nothing to do with SD2SNES in-game hooks. You said yourself you use Down+Select to open the Super NT menu. Well, Up+Select resets the game. Holding Up+Select for 3 seconds takes you back to the SD2SNES menu just like holding the reset switch for 3 seconds on the SNES/SFC.
Title: Re: gsu (superfx) support [work in progress]
Post by: efsd on April 04, 2018, 05:46 PM
Discovered a good trick for those using the Super NT, if you want to get back to the SD2SNES menu in game with hooks turned off without having to power cycle, just use the NT's menu, down+select, then load Turrican, down+select again, then load cart

Wait! I'm very confused now! Do i always need to power cycle everytime i want to disable in game hooks besides turning all options off in sd2snes menu?
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on April 04, 2018, 05:53 PM
Wait! I'm very confused now! Do i always need to power cycle everytime i want to disable in game hooks besides turning all options off in sd2snes menu?
No. Once they're disabled, they're disabled until you enable them again. He's talking about how to get back to the SD2SNES menu on a Super NT without turning off the console. You could do with by pressing L+R+X+Select if in-game hooks are enabled, but if they're disabled, you have to either hold reset for 3 seconds (or the Super NT reset hotkeys for 3 seconds) or power cycle the console.
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on April 04, 2018, 07:38 PM
On Analogue Super Nt, hold "Select and Up" for a few seconds to hold reset and then it will put you back at the Sd2SNES menu.  No need for in game hooks.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 04, 2018, 08:17 PM
On Analogue Super Nt, hold "Select and Up" for a few seconds to hold reset and then it will put you back at the Sd2SNES menu.  No need for in game hooks.

Does this method still work for SRAM saving? As in, it will still "hard reset" the console and still save games after making them? If that's the case, then I can test Yoshi's Island without wearing out the reset or power buttons.  Maybe I'm not understanding how that works, I may wait for SD saving to be re implemented.
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on April 04, 2018, 08:54 PM
On Analogue Super Nt, hold "Select and Up" for a few seconds to hold reset and then it will put you back at the Sd2SNES menu.  No need for in game hooks.

Does this method still work for SRAM saving? As in, it will still "hard reset" the console and still save games after making them? If that's the case, then I can test Yoshi's Island without wearing out the reset or power buttons.  Maybe I'm not understanding how that works, I may wait for SD saving to be re implemented.

It should. It works exactly like the reset button.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 04, 2018, 08:58 PM
On Analogue Super Nt, hold "Select and Up" for a few seconds to hold reset and then it will put you back at the Sd2SNES menu.  No need for in game hooks.

Does this method still work for SRAM saving? As in, it will still "hard reset" the console and still save games after making them? If that's the case, then I can test Yoshi's Island without wearing out the reset or power buttons.  Maybe I'm not understanding how that works, I may wait for SD saving to be re implemented.

It should. It works exactly like the reset button.

Sweet, I can test Yoshi's Island and have it save in-game on my SD2SNES.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 04, 2018, 09:18 PM
http://krikzz.com/forum/index.php?action=dlattach;topic=7451.0;attach=1110
(You can also click the link in the attached files section below)

* This is a beta.  Expect crashes and unusual behavior on superfx games. *

This is a beta version of the sd2snes firmware with support for the superfx (gsu) chip.  To install
copy the files in the sd2snes/ (firmware.img, fpga_gsu.bit, fpga_base.bit) directory into the sd2snes/ directory on your SD card.
You should have a working version of the sd2snes 0.1.7e firmware on the SD card before doing this.

- Verify the version says 0.1.7e-gsu-v01 in the sd2snes menu.  Do this by pressing X->System Information.
- Turn off in-game hooks in the sd2snes menu.  They crash several games.
- Saving to SD is temporarily disabled.  Make sure to hold down the reset button for a few seconds to write a save file to the SD.
- PAL games and systems are not well tested.  Try a NTSC game on a NTSC compatible console if you have problems.

Known Issues
------------
- Games may crash on startup.  Power cycle and try again if they do this.  Make sure in-game hooks are disabled in the sd2snes menu.
- Random graphical glitches may happen on game startup.  Power cycle and try again if they do this.
- Doom has graphical glitches.
- Stunt Race FX may have graphical glitches at the beginning of a race.
- Games may not run at exactly the same speed as the original cart.  This may improve in future versions.
- Not currently compatible with usb2snes or other sd2snes firmware modifications.  This will be fixed for usb2snes in the future.

This beta firmware has all the other features of the official 0.1.7e firmware?

Has any function been removed? (Save continues to work with reset)

I asked why I will keep this beta while we do not have the final version.  ;D

(https://i.imgur.com/O776w1x.png)
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 04, 2018, 09:38 PM
Here's Smokemonster testing all of the Super FX games!

http://www.youtube.com/watch?v=HWdiIXf84_M

PS: I've had the hooks enabled for years, and still reset the console manually!  LOL
Title: Re: gsu (superfx) support [work in progress]
Post by: FartPuff on April 04, 2018, 09:51 PM
Discovered a good trick for those using the Super NT, if you want to get back to the SD2SNES menu in game with hooks turned off without having to power cycle, just use the NT's menu, down+select, then load Turrican, down+select again, then load cart

A quicker way of doing it is hold your reset hotkeys (Up+Select by default) for 3 seconds.

very nice!!!  will be using this technique!  thx
Title: Re: gsu (superfx) support [work in progress]
Post by: protheanbeacon on April 04, 2018, 10:29 PM
@protheanbeacon
Redguy clearly stated that if the graphics are scrambled, you should power cycle the console.
The graphic glitches in GSU games have nothing to do with the DSP roms, I think it was mere coincidence.

Actually what he stated is that if games won't load you then should power cycle.

That said I should clarify that before I added the DSP chipsets Doom loaded up perfectly for me with no power cycling required.

After adding the chipsets I had to power cycle a couple of times to get it to run fully as it began just hanging at menu before moving to a never ending black screen.

Secondly I never said or implied graphical glitches had anything to do with the DSP chips just that certain Super FX games would not fully load or play for me at all until I added them for whatever odd reason ie SMW2: Yoshi's Island would only show a garbled logo screen with a Nintendo chime until I added the DSP chips.  :P

Star Fox 2's screen looked liked a rave party with all it's flashing lights before I added the DSP chips.

Stunt Race FX's gameplay was unplayable due to the screen moving from left to right rapidly until I added the DSP chips, etc, etc.

Again I don't know why this is as I'm not a programmer but thats my experience with all of this.

Also if this information helps Redguy or someother programmer to know I believe I have the "Rev" version of the SD2SNES that was released before the current revision krikzz is selling on his website now...with the current version krikzz is selling that I think people have said is somewhat better for playing MSU-1 enhanced games.
Title: Re: gsu (superfx) support [work in progress]
Post by: GreenXarrow on April 04, 2018, 10:51 PM
THANK YOU everyone involved that made this possible, your hard work is very much appreciated!!!
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on April 04, 2018, 10:55 PM
How do you properly synthesize the core in ISE? Every time I try to do it, I get a black screen on whenever the core is trying to be used (ie DOOM after the title screen or Star Fox on bootup).

I'm synthesizing it like I would the base core (Regenerate all cores, then Generate Programming File for main.v, then compressing it with rle).

Also with a quick test, the latest firmware commit seems to have fixed the saving after reset issue for non-GSU games, but I haven't done much testing here.
Title: Re: gsu (superfx) support [work in progress]
Post by: Deltax5 on April 05, 2018, 12:56 AM
Yoshi's island seemed to work with this firmware. Yoshi revenge hack crashed, Star fox 2 hangs. Needs some work keep up the good work.
I hear you struggled putting fx in there.  Work and perfect the fx before you move on. herd you had to take out the usb part to put the fx in i don't mind.
I hope for SA-1 firmware in the future. If it doesn't fit I don't mind having separate sd cards with different firmware's for the different chips.
I really hoped for the SA-1 first only cause a super fx muilticart exists. It's kinda my own greed I guess. I just got it like 2 weeks ago also. has all the games that got released including the super nes classic version of star fox 2. Atleast I can play the fx games in working manner.
Keep up the good work.
Title: Re: gsu (superfx) support [work in progress]
Post by: justindarc on April 05, 2018, 01:07 AM
I hope for SA-1 firmware in the future. If it doesn't fit I don't mind having separate sd cards with different firmware's for the different chips.

Someone else can correct me if I'm wrong, but I'm pretty sure the FPGA is programmed with the necessary "core" at the time when you launch a game from the menu. So, its not a matter of whether the FPGA can hold all the different "cores" for all the different chips at the same time. The SA-1 is basically a higher-clocked equivalent of the CPU that's built-in to the SNES. The concerns with it not fitting in the SD2SNES FPGA are that it, by itself, likely cannot fit on the existing FPGA. A new hardware revision would likely be necessary.
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on April 05, 2018, 01:08 AM
@iwasaperson
I had the same problem with a freshly pulled source tree. It now works after commenting out "`define DEBUG" in gsu.v:78.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 05, 2018, 01:13 AM
I hope for SA-1 firmware in the future. If it doesn't fit I don't mind having separate sd cards with different firmware's for the different chips.

Someone else can correct me if I'm wrong, but I'm pretty sure the FPGA is programmed with the necessary "core" at the time when you launch a game from the menu. So, its not a matter of whether the FPGA can hold all the different "cores" for all the different chips at the same time. The SA-1 is basically a higher-clocked equivalent of the CPU that's built-in to the SNES. The concerns with it not fitting in the SD2SNES FPGA are that it, by itself, likely cannot fit on the existing FPGA. A new hardware revision would likely be necessary.

Darn, that's unfortunate if true.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 05, 2018, 01:19 AM
I hear you struggled putting fx in there.  Work and perfect the fx before you move on. herd you had to take out the usb part to put the fx in i don't mind.
Ikari made the regular firmware, redguy made the current GSU beta, and I think saturnu did the USB fork. So I'm pretty sure you "herd" wrong. The GSU beta is based on the regular firmware, which never supported USB, though redguy did have a comment about maybe adding USB later.

I hope for SA-1 firmware in the future. If it doesn't fit I don't mind having separate sd cards with different firmware's for the different chips.
Why do you think that would make a difference? It's not like the SD2SNES has to load all the chips at once; you're the second person in a few days with this mistaken idea. If the FPGA doesn't have enough logic gates to implement SA-1, then having a separate SD card wouldn't fix it. If your plane doesn't have a large enough tank to cross the Atlantic, it doesn't matter how many gas cans you use to try to fill that tank.

I'm not saying SA-1 is impossible, but I am saying this is currently unknown (as far as I am aware, anyway). Some of us (like me!) have waited 6+ years for GSU though, so have patience.
Title: Re: gsu (superfx) support [work in progress]
Post by: justindarc on April 05, 2018, 01:29 AM
If your plane doesn't have a large enough tank to cross the Atlantic, it doesn't matter how many gas cans you use to try to fill that tank.

That's a much better explanation than I gave. But yeah, given than the SA-1 has greater complexity than the Super FX chip and that the Super FX implementation has already nearly-filled the FPGA, it seems unlikely that an SA-1 implementation could fit on the current hardware.
Title: Re: gsu (superfx) support [work in progress]
Post by: TomKeller on April 05, 2018, 01:35 AM
with the current version krikzz is selling that I think people have said is somewhat better for playing MSU-1 enhanced games.
The main difference between the current SD2SNES revision and previous ones (as far as i know and understand) is an operation amplifier (opamp) build onto the SD2SNES pcb. It's basically for boosting the volume level of the streamed PCM sounds in MSU1 mode, eliminating the problem of too quiet PCM audio on former revisions... as described here:

http://blog.qwertymodo.com/2017/07/the-msu-1-volume-fiasco-explained.html

That's a much better explanation than I gave. But yeah, given than the SA-1 has greater complexity than the Super FX chip and that the Super FX implementation has already nearly-filled the FPGA, it seems unlikely that an SA-1 implementation could fit on the current hardware.
A couple of weeks ago ikari himself wrote in the German circuit-board forum, that (according to kevtris and jwdonal... which both have well known experience with FPGAs themselves ;) ) the SA-1 probably won't fit (or at least: barely fits) into the Spartan FPGA of the SD2SNES.

So SA-1 support for the SD2SNES and its current FPGA seems unlikely. And a new SD2SNES revision with an upgraded FPGA may be kind of unlikely too, since in the FAQs of his SD2SNES page (https://sd2snes.de/blog/faq) ikari stated:
Quote
The hardware is final. (...)  The capabilites of the hardware will remain the same. That also means if SuperFX or SA1 should turn out to be impossible on the current hardware then that’s set in stone.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 05, 2018, 01:56 AM
But yeah, given than the SA-1 has greater complexity than the Super FX chip and that the Super FX implementation has already nearly-filled the FPGA, it seems unlikely that an SA-1 implementation could fit on the current hardware.

Well bleh. At least we can hope for S-DD1 for SFA2 and uncompressed Star Ocean? But even if it won't fit, work on SA-1 is still important, because it's another step on the road to perfect SNES implementation in the future where they have flying cars, FPGAs that are cheaper than water, and where everyone is enslaved to a malevolent AI named Chuck.

The main difference between the current SD2SNES revision and previous ones (as far as i know and understand) is an operation amplifier (opamp) build onto the SD2SNES pcb. It's basically for boosting the volume level of the streamed PCM sounds in MSU1 mode, eliminating the problem of too quiet PCM audio on former revisions... as described here:

http://blog.qwertymodo.com/2017/07/the-msu-1-volume-fiasco-explained.html

Hrm, presumably I have this problem then, as I was on the very first Stone Age Gamer preorder way back in 2012 or whenever. Not that I care THAT much, as I have a Super NT now, and I can adjust that, plus MSU-1 games are more of a novelty to me than something I actually play with any regularity.
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on April 05, 2018, 02:01 AM
Interesting tidbit on the fpga usage. :-)

Hi!

For possibly getting more memory for the SuperFX chip, have you thought about sharing the memory between the various cartridge-only chips that the SD2SNES implements?

It's not necessary: The firmware consists of several FPGA bitfiles - depending on the requested game it will reconfigure the FPGA with the corresponding bitfile. There are dedicated bitfiles for DSPx+BS-X+S-RTC, Cx4, OBC1, and now GSU thanks to RedGuy. So each of these cores already has the entire FPGA's resources available to itself.
Title: Re: gsu (superfx) support [work in progress]
Post by: justindarc on April 05, 2018, 02:14 AM
So SA-1 support for the SD2SNES and its current FPGA seems unlikely. And a new SD2SNES revision with an upgraded FPGA may be kind of unlikely too, since in the FAQs of his SD2SNES page (https://sd2snes.de/blog/faq) ikari stated:
Quote
The hardware is final. (...)  The capabilites of the hardware will remain the same. That also means if SuperFX or SA1 should turn out to be impossible on the current hardware then that’s set in stone.

You cut off the last part after that where he says:

Quote
Popular demand will determine whether or not I’d go and design upgraded hardware. ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: TomKeller on April 05, 2018, 02:15 AM
Hrm, presumably I have this problem then, as I was on the very first Stone Age Gamer preorder way back in 2012 or whenever. Not that I care THAT much, as I have a Super NT now, and I can adjust that, plus MSU-1 games are more of a novelty to me than something I actually play with any regularity.
If you have some decent soldering skills a SD2SNES hardware upgrade is fairly simple (and cheap too), using bortis addon pcb:

http://krikzz.com/forum/index.php?topic=5273.msg47106#msg47106

I did this upgrade myself a couple of times without any problems at all. But it's obviously not necessary, if you don't care about the MSU1 functionality that much.


You cut off the last part after that where he says:

Quote
Popular demand will determine whether or not I’d go and design upgraded hardware. ;)
That's why i provided the link to the FAQs ;) . But we don't have to forget: designing a whole new future-proof hardware revision takes some time... and while ikari did an outstanding job in designing a unique flash cart it is still his hobby and not his obligation supporting it. Not to mention: since writing those FAQs his priorities may have "slightly" shifted in favor of his family and private life.

So while we may see a similar FPGA based SD2SNES successor somewhere in the future, its creation is not guaranteed... and it's totally possible it won't come from ikari and it won't have a "SD2SNES" in its name ;) .
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on April 05, 2018, 02:36 AM
@iwasaperson
I had the same problem with a freshly pulled source tree. It now works after commenting out "`define DEBUG" in gsu.v:78.
That worked. Thanks! I'm guessing debugging being enabled causes the GSU core to halt unless an external program enables it or something? I'd like to know why that happens.
Title: Re: gsu (superfx) support [work in progress]
Post by: Nobody09 on April 05, 2018, 03:39 AM
I've tested Yoshi's Island (both revisions) on a 2-1-3 SNES with a rev F SD2SNES and I didn't notice any issues other than some slowdown in some areas.

EDIT: I've also just tried all revisions of Yossy Island (the Japanese Yoshi's Island) and same.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 05, 2018, 03:52 AM
If anyone has a rom that doesn't work at all and works in an emulator then send me a message with the name, file size, checksum.  I doubt I've run anything with the 0x200 byte copier header and there may be a problem with the scoring code.

With DEBUG defined the debug config registers are added in and default to stepping instructions.  So the first gsu instruction causes it to halt in the wait/registerwrite/retire stage until you increment the stepCnt register.  Originally, I planned to have it default to running and never reset, but there were some problems with that I never debugged.  So now it resets that register state on a snes reset assertion which makes it more convenient to default to stepping.  Now that it runs more often than it crashes I suppose I should change the default.  :)
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 05, 2018, 06:28 AM
Quote from: redguy
  Now that it runs more often than it crashes I suppose I should change the default.  :)
Yes please.  :)

Redguy do you plan to further investigate the speed issues, and iron out bugs?
I am interested to know how a programmer decides what is "final", and stops debugging his work.

With the CX4 implementation, a "final" build was when SD2SNES ran Megaman X1-3 side-by-side with the real cart and was time accurate, including slowdowns of the real chip.
I suppose GSU will not hit that level of cycle accuracy as CX4 but will be very close?
Also, does the code differentiate between GSU-1 and GSU-2 speeds, or does it run everything at a certain speed (21MHz)?
Moreover, what about the remaining FPGA space you were worried about, are we in-the-clear?

Do you think compiling each commit automatically with AppVeyor for people to try will be a good idea? ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: Rahzadan on April 05, 2018, 06:33 AM
If anyone has a rom that doesn't work at all and works in an emulator then send me a message with the name, file size, checksum.

I'm happy to report that I've tested all of the Officially released (non-hacks) Super FX roms, and not a single one of them "doesn't work at all". In other words, they all work - albiet with their own individual sets of slowdowns, graphic glitches here and there, etc... I've heard that SFX rom hacks are a little bit worse off in this department, with some not working much at all - but I haven't tested these.
Title: Re: gsu (superfx) support [work in progress]
Post by: toadhall on April 05, 2018, 07:04 AM
Booted up Starfox 2 just to test this out and ended up finishing the whole bloody game. I've never even got past the second battle before in any of my previous playthroughs and I own a SNES mini! Didn't detect any problems. Some stages seemed slow but honestly I couldn't tell. Worked fine for me!

I love my SD2SNES! Good work Redguy!
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 05, 2018, 08:43 AM
Give this version a try.  I fixed the doom graphics glitch bug which may have also fixed stunt race fx and the startup crash.  You can turn the in-game hooks back on, but they are now temporarily disabled in gsu games.  I still need to fix that bug.

Fixed doom graphical glitch.
Fixed in-game hooks by temporarily disabling with gsu games.
Fixed save problem with non-gsu games.

See the first post for the latest version: http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572
Title: Re: gsu (superfx) support [work in progress]
Post by: ArrisonChan on April 05, 2018, 09:01 AM
Give this version a try.  I fixed the doom graphics glitch bug which may have also fixed stunt race fx and the startup crash.  You can turn the in-game hooks back on, but they are now temporarily disabled in gsu games.  I still need to fix that bug.

Fixed doom graphical glitch.
Fixed in-game hooks by temporarily disabling with gsu games.
Fixed save problem with non-gsu games.

https://github.com/RedGuyyyy/sd2snes/releases/download/gsu_v02/sd2snes_gsu_v02.zip
https://github.com/RedGuyyyy/sd2snes/releases/tag/gsu_v02

Nice! I'll give this a shot here in a few. Thanks for the hard work!
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 05, 2018, 09:30 AM
Thanks for the update, Redguy 8)
Title: Re: gsu (superfx) support [work in progress]
Post by: Odin Belmont on April 05, 2018, 09:35 AM
Just found out today super FX games work on sd2snes.  Thanks for all the hard work you put in redguy.  Well done :)
Title: Re: gsu (superfx) support [work in progress]
Post by: ozzy2k on April 05, 2018, 10:52 AM
Thanks for the hard work redguy  :D
Title: Re: gsu (superfx) support [work in progress]
Post by: jonnnlad on April 05, 2018, 11:04 AM
@Redguy

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
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 05, 2018, 11:20 AM
Give this version a try.  I fixed the doom graphics glitch bug which may have also fixed stunt race fx and the startup crash.  You can turn the in-game hooks back on, but they are now temporarily disabled in gsu games.  I still need to fix that bug.

Fixed doom graphical glitch.
Fixed in-game hooks by temporarily disabling with gsu games.
Fixed save problem with non-gsu games.

https://github.com/RedGuyyyy/sd2snes/releases/download/gsu_v02/sd2snes_gsu_v02.zip
https://github.com/RedGuyyyy/sd2snes/releases/tag/gsu_v02

Thank you, i not sure if it correct call a fix disable the in hook games.  The fix should be they work with fx. Thats more a trick. Anyway great work!
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on April 05, 2018, 11:53 AM
Thank you, i not sure if it correct call a fix disable the in hook games.  The fix should be they work with fx. Thats more a trick. Anyway great work!

In-game hooks are still not perfect even on stock SD2SNES firmware, so just let the guy fix the core first, or get it running as best he can before we start worrying or moaning about in-game hooks.
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on April 05, 2018, 12:49 PM
i not understand the problem with the in game hook ?

It causes glitches in some games. It's disabled for SuperFX games for the time being until the core is more stable and bugs are fixed.
Title: Re: gsu (superfx) support [work in progress]
Post by: MockyLock on April 05, 2018, 01:31 PM
A little post to give you all my congratulations for your work.
Last time we had so much hype in SNES sphere was when the SNES-CD was discovered.
Do you realize how much hope you give to the SNES community :)
Nice to see people with such gift.

now, the question is... will it be your only project... ? ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: polyh3dron on April 05, 2018, 01:44 PM
redguy you are a god among men. never thought I'd be able to play Star Fox 2 on real hardware, but here it is.
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on April 05, 2018, 02:03 PM
ok thanks for the infos :) but option  in game hook is activated for the normal game or completely disabled for all games or just disabled for super fx game ?

It acts as normal with other games, and is only disabled for SuperFX, yes.
Title: Re: gsu (superfx) support [work in progress]
Post by: Rahzadan on April 05, 2018, 02:09 PM
Fixed save problem with non-gsu games.

Does this mean that non-gsu games don't need to be reset anymore to save? Meaning, they will write the SRAM like normal while you are playing a non-gsu game?
Title: Re: gsu (superfx) support [work in progress]
Post by: polyh3dron on April 05, 2018, 02:37 PM
Seems as though the Star Fox 2 ROM from the SNES Mini Classic doesn't work. Black screen.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 05, 2018, 02:57 PM
The file "fpga_base.bit" is the same in the original firmware and in the GSU V01 and V02.

Will always be the same?
Title: Re: gsu (superfx) support [work in progress]
Post by: LuigiBlood on April 05, 2018, 03:05 PM
Seems as though the Star Fox 2 ROM from the SNES Mini Classic doesn't work. Black screen.
It did for me. Disable in-game hooks. And power cycle the system if it's not working. It may not work the first time (which happened to me).
Title: Re: gsu (superfx) support [work in progress]
Post by: megari on April 05, 2018, 03:48 PM
Redguy, I think the tag for the latest pre-release points to the wrong commit. Not a huge problem, but just something I thought I'd let you know about.
Title: Re: gsu (superfx) support [work in progress]
Post by: nensondubois on April 05, 2018, 03:51 PM
Many thanks for the great work on GSU support.

As of GSU 2.0 here are the most obvious issues.
Winter Gold, Doom and Star Fox runs faster than normal to the point where there is almost no slowdown that remains when played on the original cartridges. I have noticed a few graphical glitches in Doom on the first level where there are lines at the point of ground and acid separation in the third door after the blue room.

I wouldn't mind having the option to run GSU / FX games at either normal speed or faster if and when performance becomes cycle-accurate or as close to possible (assuming the GSU chips are decapped and implemented as are the other DSPs but from my understanding this won't be possible because of how many resources the FGPA would require for accurate simulation).

I was unable to get the games to boot past the black screen on most tries previously until I deleted the config file and downloaded the official original files.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 05, 2018, 04:19 PM
The latest tag points at the last usb2snes release.  I've only setup the one prelease gsu_v02 tag for now.

It doesn't look like the doom fix helped with the crash on start bug so I'll continue to look into that.

The original fpga_base.bit file was included for 2 reasons:
- I gave some people a modified fpga_base.bit in the past and wanted them to be using the correct version from 0.1.7e.
- It removes the issue where someone isn't using 0.1.7e before copying the gsu files over.

Not sure how close to cycle accurate it will get.  There's a trade-off between detail and getting it to fit.  It will never be an exact match.

Holding down reset should only be required to save the SRM to SD for gsu games in v02.  Non-gsu games work as they do with the original 0.1.7e firmware.

The v02 firmware disables in-game hooks automatically if it detects a gsu game is loaded.  It allows you to leave the in-game hooks enabled in the menu but avoid the problems associated with gsu games.  Hopefully this is temporary.
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 05, 2018, 04:24 PM
redguy, not sure if you explained, but why is power cycling fixing game loading?  I have to assume it's more than simply magic, aka something you can fix!   ;D ;D 
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 05, 2018, 04:27 PM
I'm not sure what the bug is, but it will be fixed in the next version.
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 05, 2018, 04:42 PM
Try now doom in my snes pal+doom pal it show me blackscreen when go ingame.
Title: Re: gsu (superfx) support [work in progress]
Post by: marcus.miranda on April 05, 2018, 04:53 PM
Try now doom in my snes pal+doom pal it show me blackscreen when go ingame.
i have no problem with doom no blackscreen, i use rom  Doom USA version and Superfamicom NTSC and the game launch

Everytime I see someone stating the game doesn't work the person was running a PAL game.
@redguy, is it possible for you to debug pal games, assuming you have not done that?
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 05, 2018, 05:01 PM
Yeah i  swith off/on and now works, false alarm.
Title: Re: gsu (superfx) support [work in progress]
Post by: marcus.miranda on April 05, 2018, 05:07 PM
...

Everytime I see someone stating the game doesn't work the person was running a PAL game.
@redguy, is it possible for you to debug pal games, assuming you have not done that?

i have tried with the PAL version Doom and it work , same to my version Doom USA , you sure you have the good rom set ? i use console Superfamicom japanese NTSC

I haven't tested myself yet... I also have a NTSC SuFami (GPM-02 and a 001) with a Rev. G SD2SNES. Will test v0.2 today.
I'm just saying that in the past messages, everytime someone mentioned they had black screen and the game didn't run at all, it was a PAL game. Might be a bad rom set or something, though.

@redguy even asked for those ROMs MD5, name and specs for those who are facing issues.

As a side note, I'm amazed on the quick progress and how actively this thread is being accessed!
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 05, 2018, 05:25 PM
My rom set is from epforums.
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 05, 2018, 05:48 PM
Yeah, they have packs for all everdrives, inclusive pack only for msu-1. Type in google epforums everdrive
And view it.
Title: Re: gsu (superfx) support [work in progress]
Post by: chunkyjackson on April 05, 2018, 05:58 PM
I can confirm that Super Mario World 2: Yoshi's Island MSU-1 hack works with the gsu_02 beta firmware. A few minor graphical glitches & slowdown, it seems that when the music changes the screen blacks out a frame or 2, but playable.
Title: Re: gsu (superfx) support [work in progress]
Post by: Rahzadan on April 05, 2018, 06:32 PM
I can confirm that Super Mario World 2: Yoshi's Island MSU-1 hack works with the gsu_02 beta firmware. A few minor graphical glitches & slowdown, it seems that when the music changes the screen blacks out a frame or 2, but playable.

I noticed the screen blacking out too when the music changes, but this is an issue with the Hack, not the GSU firmware, since it does not happen on a clean ROM. I'll have to see if that screen blackout thing happens on Snes9x/Higan.
Title: Re: gsu (superfx) support [work in progress]
Post by: megari on April 05, 2018, 06:56 PM
The latest tag points at the last usb2snes release.  I've only setup the one prelease gsu_v02 tag for now.

I was talking about the gsu_v02 tag. It seems to point to the tip of your master branch, commit 8cbc42f ("Added some comments and advanced version number."), which is also pointed to by the tags v7 and addrmap_v1. Is this intentional?
Title: Re: gsu (superfx) support [work in progress]
Post by: GreenXarrow on April 05, 2018, 08:24 PM
Give this version a try.  I fixed the doom graphics glitch bug which may have also fixed stunt race fx and the startup crash.  You can turn the in-game hooks back on, but they are now temporarily disabled in gsu games.  I still need to fix that bug.

Fixed doom graphical glitch.
Fixed in-game hooks by temporarily disabling with gsu games.

Doom black screens after loading screens, with in-game hooks on. turned it back off and everything is working again, better than before - no graphical glitches :)
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 05, 2018, 08:29 PM
I'm not sure what the bug is, but it will be fixed in the next version.
Now I'm 100% convinced you are the real deal.
Only a true master can make a "will" claim and tackle it single handed.
I think people are still in shock of how quickly you cooked this, I know I am.

BTW,
Fixing the speckles in Doom is a tremendous achievement in itself because Doom in Snes9X still has the speckles and people tried to fix this for years with limitless PC power.
Truly well done.
Title: Re: gsu (superfx) support [work in progress]
Post by: Sarge on April 05, 2018, 09:19 PM
redguy, once again, thank you so much for your work.  This is spectacular stuff.

For all the discussion about the SA1 chip, I have a question.  I've heard in various other places that most SA1 games barely even used the chip.  Is it possible to potentially just implement pieces of it, instead of the entire instruction set?  Just curious.  (This could obviously be completely wrong!  You never know what's true and what isn't on the web.)

EDIT:  Ah, here we go.  This might be where I got it from.  byuu seems to indicate a ton of features on the chip were never used.

https://forums.nesdev.com/viewtopic.php?f=12&t=15759&sid=537c84429efa1b6686ea4a7e6bc7435a&start=0

This is completely off-topic, though, so my apologies!
Title: Re: gsu (superfx) support [work in progress]
Post by: AlxUnderBase on April 05, 2018, 09:51 PM
Thank you Redguy ! will be hard for me to start on use the saving on SD using reset button ! You are a legend and Ikari too  :)
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 05, 2018, 10:33 PM
Thank you Redguy ! will be hard for me to start on use the saving on SD using reset button ! You are a legend and Ikari too  :)
Funny, a few painful lost saves taught me to ALWAYS long reset any game with SRAM, long before the GSU beta. It's much nicer now with the Super Nt, because I can do a long reset from the couch.  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: Deltax5 on April 05, 2018, 11:08 PM
I hear there is another update coming tonight or is it already released. Some of the roms in the smokemonster pack for fx don't work very good. THou smokemonster put up his patch that works better for the roms. THe patch actually lets you overclock your custom cartridge more then normal but he claims it works with this. it's on rom hacking.net.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 05, 2018, 11:29 PM
Patience,he will post it here.
Title: Re: gsu (superfx) support [work in progress]
Post by: bogusrj on April 05, 2018, 11:30 PM
Awesome!!! Thanks from Brazil!!!
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 06, 2018, 12:09 AM
EDIT:  Ah, here we go.  This might be where I got it from.  byuu seems to indicate a ton of features on the chip were never used.

https://forums.nesdev.com/viewtopic.php?f=12&t=15759&sid=537c84429efa1b6686ea4a7e6bc7435a&start=0

This is completely off-topic, though, so my apologies!

It may be off topic, but nonetheless quite interesting.  I'll bet most didn't know this.  That being said, I'm not sure if one could just map "some" of it and have that work on all games.  Perhaps some used different aspects?  I would think not, I mean, they probably just wanted something affordable to do some extra processing.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 06, 2018, 12:15 AM
I hear there is another update coming tonight or is it already released. Some of the roms in the smokemonster pack for fx don't work very good. THou smokemonster put up his patch that works better for the roms. THe patch actually lets you overclock your custom cartridge more then normal but he claims it works with this. it's on rom hacking.net.
I think you're confusing things a little. I don't share any ROMs, but my lists are based on No-Intro for the open-source EverDrive Packs Lists GitHub project (https://github.com/SmokeMonsterPacks/EverDrive-Packs-Lists-Database). Those SFX ROMs work extremely well, so something must be wrong on your end.

The patched ROM you're talking about is just a hack of Starfox 2 that TheRealPhoenix made for me so I could burn an EEPROM for an overclocked repro, since the original ROM crashes at any OC over 27MHz. TheRealPhoenix's ROM can be overclocked up to 52MHz. I submitted his patch to romhacking.net, but as I said in my stream (https://www.youtube.com/watch?v=HWdiIXf84_M), I have no idea if it will make any difference on Redguy's SFX core. It does boot and seems to play correctly on Redguy's core, but I couldn't detect any speed difference from the original.
Title: Re: gsu (superfx) support [work in progress]
Post by: netbeui on April 06, 2018, 02:03 AM
Thanks redguy and anyone else that contributed to this!

Quick question - should we disable only ingame hooks or ALL hooks?
Title: Re: gsu (superfx) support [work in progress]
Post by: fandangos on April 06, 2018, 03:25 AM
I hear there is another update coming tonight or is it already released. Some of the roms in the smokemonster pack for fx don't work very good. THou smokemonster put up his patch that works better for the roms. THe patch actually lets you overclock your custom cartridge more then normal but he claims it works with this. it's on rom hacking.net.
I think you're confusing things a little. I don't share any ROMs, but my lists are based on No-Intro for the open-source EverDrive Packs Lists GitHub project (https://github.com/SmokeMonsterPacks/EverDrive-Packs-Lists-Database). Those SFX ROMs work extremely well, so something must be wrong on your end.

The patched ROM you're talking about is just a hack of Starfox 2 that TheRealPhoenix made for me so I could burn an EEPROM for an overclocked repro, since the original ROM crashes at any OC over 27MHz. TheRealPhoenix's ROM can be overclocked up to 52MHz. I submitted his patch to romhacking.net, but as I said in my stream (https://www.youtube.com/watch?v=HWdiIXf84_M), I have no idea if it will make any difference on Redguy's SFX core. It does boot and seems to play correctly on Redguy's core, but I couldn't detect any speed difference from the original.

Your post finally answered a question I had.
When you first announced that you would not keep sharing roms but actually go in the dat like mame system in RetroRGB guest section I had no idea what set you would use as a base.

Thank you for your work, SM. Your sets are very handy for flash cartridge owners.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 06, 2018, 04:21 AM
On v01 you had to disable just in-game hooks.  On v02 you can leave them enabled since the firmware disables them behind the scenes for gsu games.  I have an idea why it causes a crash, but haven't had a chance to confirm and see if a fix is possible.

Thanks megari.  I fixed the associated branch by recreating the tag.

I haven't looked at sa-1 and can't comment on it.  The memory system of the gsu is where all the complication is.  The instruction set is pretty simple with a few messy instructions (plot) and concepts (branch delay slots).  But there is an execute pipe, instruction cache, store buffer, write buffers for plot, and a prefetcher that all operate in parallel and make requests to the rom and ram.  This the source of most of the bugs and performance differences between the sd2snes and original cart.
Title: Re: gsu (superfx) support [work in progress]
Post by: NeoXbit on April 06, 2018, 04:56 AM
That is just phenomenal! redguy, you're an instant legend. Can't wait to try this beta version tomorrow on my beloved SD2SNES.
Title: Re: gsu (superfx) support [work in progress]
Post by: boogiemanspud on April 06, 2018, 05:24 AM
Just wanted to add my thanks to redguy.  This is pretty amazing news.  ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: GadgetUK on April 06, 2018, 09:50 AM
Just wanted to add my thanks too - I've not tried it yet but I've seen the success on YouTube, and wow - great job!!!  I understand there are small performance differences, assumed its due to the lack of caching you mentioned in an earlier post, but wow - as is this is just 100% awesome!  I didn't think this would happen with the SD2SNES if I am honest, just because Ikari is pretty bloody genius, and the fact we hadn't heard much about this before I thought it was perhaps out of the scope for the FPGA.  Trully awesome!  Hopefully this will be merged with the official branch!  Just amazing, hats off to you sir - you really should announce a PayPal donation address or something, I will buy you some beers!
Title: Re: gsu (superfx) support [work in progress]
Post by: LDigital on April 06, 2018, 10:06 AM
Exciting times!
Um, lame question, I have downloaded the file from the first post. How do I get this working?
Is there a new sd2snes firmware to go with it? First post doesn’t say.

Thanks

Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on April 06, 2018, 10:15 AM
Exciting times!
Um, lame question, I have downloaded the file from the first post. How do I get this working?
Is there a new sd2snes firmware to go with it? First post doesn’t say.

Thanks

Just overwrite the existing files in your SD2SNES folder on your SD card, with the new files from redguy.
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on April 06, 2018, 10:45 AM
Hopefully this will be merged with the official branch!
I definitely will if redguy has no objections :)
(Same goes for the usb2snes features btw but I haven't tried it out yet and I want to make sure it doesn't compromise any other features of the stock firmware)
Title: Re: gsu (superfx) support [work in progress]
Post by: krom on April 06, 2018, 01:19 PM
Hi redguy,

Amazing progress, so great to see you fixing bugs so quick =D

Was my cache injection test that I made here useful to you?:
https://krikzz.com/forum/index.php?topic=7451.msg57749#msg57749 (https://krikzz.com/forum/index.php?topic=7451.msg57749#msg57749)

If not I can always modify it to your needs, anyway good luck with your work.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 06, 2018, 02:58 PM
I have no problem with the gsu being part of the main code.  It could use some cleanup after the bugs are fixed, but otherwise it's standalone and won't impact the existing code too much.  The usb2snes stuff is quirky and more of a developer's tool.  It needs to be redesigned and rewritten before it can be considered for the main code.

Thanks for the cache injection test.  It found a cache indexing bug which was fixed prior to v01.
Title: Re: gsu (superfx) support [work in progress]
Post by: Rahzadan on April 06, 2018, 03:35 PM
redguy, thanks for your AMAZING work so far!

Can we get any hints as to what's in store for version 03? :)
Title: Re: gsu (superfx) support [work in progress]
Post by: marcus.miranda on April 06, 2018, 04:44 PM
redguy, thanks for your AMAZING work so far!

Can we get any hints as to what's in store for version 03? :)
Asked what everyone wants to ask but no one had the guts... :)
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on April 06, 2018, 08:47 PM
Hi I still can't get Yoshi's Island to save.  Not complaining because it runs awesome.  Just thought I would mention it here :)  Thanks a lot Redguy for your hard work and getting Doom to work perfectly as well.  It's very fortunate that you shared this with us even before some of the bugs were fixed.  You are awesome man.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 06, 2018, 09:06 PM
Hi I still can't get Yoshi's Island to save.

When you finish a level and back to the level select screen, HOLD RESET to reset to SD2SNES screen and SAVE.
That's it.
Title: Re: gsu (superfx) support [work in progress]
Post by: yavimaya on April 07, 2018, 01:22 AM
In case it helps, this is my experience with a SD2SNES rev E2.
I used 2 consoles to test and in both I had game crashes with Yoshis island:
PAL SNES with PAL/NTSC 50/60 hz : every rom from every regin crashes at intro before file selection
JAP NTSC SNES unmodified: only ntsc games are able to initiate playing (obviously) but with USA roms I can play until it crashes at first or second stage, but with jap 1.0 rom it does not crash.

I hope it helps.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 07, 2018, 03:50 AM
genious.
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on April 07, 2018, 04:46 AM
redguy, I have an image here of Star Fox running on my rgb 1chip-03.

https://imgur.com/a/ALkRl (https://imgur.com/a/ALkRl)

Does the arwing look like this for you too? The checkerboard patterns on its wings? It comes and goes, I've noticed it on both your firmwares. Just wanted to double check and see if this is due from the infancy of the firmware, and not my actual hardware.

Thanks!
Title: Re: gsu (superfx) support [work in progress]
Post by: lee4 on April 07, 2018, 05:36 AM
redguy, I have an image here of Star Fox running on my rgb 1chip-03.

https://imgur.com/a/ALkRl (https://imgur.com/a/ALkRl)

Does the arwing look like this for you too? The checkerboard patterns on its wings? It comes and goes, I've noticed it on both your firmwares. Just wanted to double check and see if this is due from the infancy of the firmware, and not my actual hardware.

Thanks!
its normal
as emulator display same way
(http://i64.tinypic.com/wandy9.jpg)
Title: Re: gsu (superfx) support [work in progress]
Post by: Rahzadan on April 07, 2018, 05:47 AM
redguy, I have an image here of Star Fox running on my rgb 1chip-03.

https://imgur.com/a/ALkRl (https://imgur.com/a/ALkRl)

Does the arwing look like this for you too? The checkerboard patterns on its wings? It comes and goes, I've noticed it on both your firmwares. Just wanted to double check and see if this is due from the infancy of the firmware, and not my actual hardware.

Thanks!

This is 100% normal. I have an original Star Fox cart and it looks exactly this way on my Super Nt. My 2/1/3 SNES is hooked up to a CRT currently and I can't tell if there's a checkerboard pattern like that, but if I look very close it looks like it's there. Unfortunately I don't have an RGB/OSSC setup for my 2/1/3 SNES to be able to tell for 100% certainty, but it's there on an emulator as well (higan).
Title: Re: gsu (superfx) support [work in progress]
Post by: phoenixdownita on April 07, 2018, 07:14 AM
Wrt SuperFX this is a comment from Byuu about what it does and why it uses so much dithering (the checkered pattern).

"....And then you have the SuperFX, used in about 10 games total, which was a fancy 1D (yes, 1D), one or two color (two color was dithering, alternate each pixel's output color) pixel plotter. The part that made it so grand was that you could work linearly instead of on bitplanes."

Link to the thread
https://www.reddit.com/r/programming/comments/1hqir6/the_making_of_nintendos_star_fox_for_the_snes/

Link to byuu post
https://www.reddit.com/r/programming/comments/1hqir6/the_making_of_nintendos_star_fox_for_the_snes/cax6ous/


If anyone is interested in an overview of the Super FX:
https://en.wikibooks.org/wiki/Super_NES_Programming/Super_FX_tutorial


EDIT: btw thank you redguy, now I can finally put my curiosity about those "other" Super FX games to rest.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 07, 2018, 08:24 AM
Can someone please make a side-by-side video of Starfox intro with real cart and SD2SNES to compare speed.
Title: Re: gsu (superfx) support [work in progress]
Post by: sonicjhn on April 07, 2018, 08:48 AM
Can someone please make a side-by-side video of Starfox intro with real cart and SD2SNES to compare speed.

Yes! A guy in Brazil has made a comparison video: https://youtu.be/cGXULHz0rd8

Please note: if you don't speak or understand portuguese, skip to 4:20 to jump directly into the comparison.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on April 07, 2018, 09:13 AM
Tested yoshi's island on most of my free time today.  Works amazing,  thanks again redguy. I had not played it since I sold it to buy the SD2Snes in 2014, along with my snes game collection.

Star Fox 1 and 2 work great too. Don't care for the rest of GSU-1 games.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 07, 2018, 11:04 AM
Yes! A guy in Brazil has made a comparison video: https://youtu.be/cGXULHz0rd8
Thanks.
From what I see most slowdown in Starfox is caused by polygon calculation but it will not be very noticeable without direct comparison like this video, so it is very playable indeed.

I do not see any slowdown in YI example, it is the same on all 4 windows.
I guess simple bitmap manipulations where no polygons involved is much faster.
Title: Re: gsu (superfx) support [work in progress]
Post by: GadgetUK on April 07, 2018, 11:20 AM
Can someone please make a side-by-side video of Starfox intro with real cart and SD2SNES to compare speed.

Yes! A guy in Brazil has made a comparison video: https://youtu.be/cGXULHz0rd8

Please note: if you don't speak or understand portuguese, skip to 4:20 to jump directly into the comparison.
Thanks!  That video link is really useful!  Interesting as I think there's not much difference in performance there.  Around 13.5% difference I think.  Not really noticeable whilst playing.

StarFox intro, from boot to title screen - approximate
4:22 till 4:59 (37 secs) for real cart
4:22 till 5:04 (42 secs) for SD2DNES

Title: Re: gsu (superfx) support [work in progress]
Post by: thanius on April 07, 2018, 12:29 PM
Just tried both Star Fox and Yoshi's Island, neither of which work (Yoshi's Island only plays the first "Nintendo" sound, with black screen and a few garbled graphics, then crashes. Star Fox plays the music with the same graphical result.)
Then I read through the thread and noticed that the firmware has only been tested on NTSC ROMs and hardware.
My SNES is SuperCIC-modded so I thought that shouldn't be an issue.

I swapped out the ROMs to PAL and the games ran without issues. Bummer that I need to play Star Fox (Starwing) in 50hz though.
Title: Re: gsu (superfx) support [work in progress]
Post by: TomKeller on April 07, 2018, 01:50 PM
I have a SuperCIC modded PAL SNES and have no problems with the NTSC version of "Star Fox". Both versions (the NTSC "Star Fox" and the PAL "Starwing") do run without issues. But as i wrote a couple of pages ago:

Judging from my own experience the SD2SNES should work with headerless ROM files as well as with files containing a header. But for whatever reason my ROMs for "Star Fox" and "Yoshi's Island" won't work, if they are containing a header. "Yoshi's Island" shows the exact same behavior as described by 'protheanbeacon' (the Nintendo chiming sound with garbled graphics) and "Star Fox" only shows a black screen with some small white stripes on the left corner of the screen, while the music from the "Nintendo presents" intro plays -> but i never get into the main menu. The music ends and the screen stays as it is: black with two small white stripes in the corner. Stripping the header however makes both ROM files working without any problem...

So if your NTSC versions of "Star Fox" and "Yoshi's Island" are '.smc ROM files, which are containing a 512 byte header, you may want to try to strip the header. You can do it manually (by using a hex editor) or you can use a smc-to-sfc conversion tool (which does the same). Maybe it'll help you with those issues...
Title: Re: gsu (superfx) support [work in progress]
Post by: jse on April 07, 2018, 02:22 PM
Hello, Thank you for the awesome work :) I tested it out today with Yoshis Island
the version 1.0 of the rom works great, the 1.1 fails to load. I noticed minor gfx
glitches on the title screen (see picture) and also when entering and exiting areas.
other than these very minor glitches the game runs at full speed without issue :D

Tested on JPN Super Famicom with SuperCIC

https://i.imgur.com/V63p55c.jpg
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 07, 2018, 04:58 PM
Hello, Thank you for the awesome work :) I tested it out today with Yoshis Island
the version 1.0 of the rom works great, the 1.1 fails to load. I noticed minor gfx
glitches on the title screen (see picture) and also when entering and exiting areas.
other than these very minor glitches the game runs at full speed without issue :D

Tested on JPN Super Famicom with SuperCIC

https://i.imgur.com/V63p55c.jpg
i have no glitch on usa snes
Title: Re: gsu (superfx) support [work in progress]
Post by: Yiori on April 07, 2018, 04:59 PM
I don't know if anyone tested this, but for me the games boot better if i start a "normal" rom like mario kart and after some second hold reset to reach menu again and select a sfx rom, this way it always boot the game.
Title: Re: gsu (superfx) support [work in progress]
Post by: CZroe on April 07, 2018, 05:53 PM
Why does everyone keep saying to power cycle when you get graphical corruption at boot? I tried the earliest public release of this and immediately realized that a normal reset will clear it up. Did that change? I’ll have to try the latest release tonight.

“Power cycle” isn’t just the hip new phrase for reset, you know. ;)

Anyway, even though I haven’t checked out all the updates yet, I’m super excited and look forward to progress. Thought I’d mention though that one of the biggest annoyances for me about SuperFX emulation on SNES9x and ZSNES is Starfox running too fast and cutting off Dan Owsen’s voice intro (never gets to the “prepare for launch” part). Of course, it’s a problem for overclocked versions too. Thankfully, this is currently slow enough that I get the full intro now (and then some) but I thought I’d point out that the intro would be a good target to try and sync things up with a real SNES as performance improves... at least for GSU-1 games.
Title: Re: gsu (superfx) support [work in progress]
Post by: LDigital on April 07, 2018, 08:04 PM
This is completely amazing. Apart from having to reset star fox once due to black screen it has worked perfectly on all the key games

Starfox
Starfox 2
Yoshi Island
Stunt Race Fx
Doom

Are we at the limit on its performance or are we likely to be able to overclock a little in the options menu like the capcom chips?

Amazing amazing amazing. Thanks for this huge contribution to the scene
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 07, 2018, 09:51 PM
Considering it's still not running as fast as the original chip, I think you're getting ahead of yourselves with this talk of overclocking.
Title: Re: gsu (superfx) support [work in progress]
Post by: GadgetUK on April 07, 2018, 09:59 PM
Tested - v2, working sweet with my Super Famicom =D   I did notice a problem with 2 games - Star Fox (PAL) and Yoshis Island (PAL) both start but hang with some graphical issue - like some text has a messed up font, on a black background.  But those same games in NTSC region work fine.  Strangely Doom from PAL region works fine despite this being NTSC.  I did also find that if you reset back to the menu and load another game it would freeze to a black screen, but after power off and on it would then boot that game.  I also found Star Fox 2 showed a black screen to start with, but after pressing reset it booted.   All in all, very impressive release!

I got to level 3 in Doom.  Does anyone know how you save in Doom?  I saw no options in-game, and just pressed reset.  I cannot remember now if you are supposed to hold reset to go back to the menu for it to save or what.  Been a while since I used my SD2SNES.
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on April 07, 2018, 10:02 PM
Extremely excited for the development of this project. Any thoughts on the possibility of a frame perfect release down the road?  ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: ka55 on April 07, 2018, 10:36 PM
Tested - v2, working sweet with my Super Famicom =D   I did notice a problem with 2 games - Star Fox (PAL) and Yoshis Island (PAL) both start but hang with some graphical issue - like some text has a messed up font, on a black background.  But those same games in NTSC region work fine.  Strangely Doom from PAL region works fine despite this being NTSC.  I did also find that if you reset back to the menu and load another game it would freeze to a black screen, but after power off and on it would then boot that game.  I also found Star Fox 2 showed a black screen to start with, but after pressing reset it booted.   All in all, very impressive release!

I got to level 3 in Doom.  Does anyone know how you save in Doom?  I saw no options in-game, and just pressed reset.  I cannot remember now if you are supposed to hold reset to go back to the menu for it to save or what.  Been a while since I used my SD2SNES.
snes doom do not save the progress
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 07, 2018, 11:48 PM
I tested these today:

https://snescentral.com/article.php?id=0151

It is unfeasible.

There is another demo i not have tested.
https://snescentral.com/article.php?id=1088
Title: Re: gsu (superfx) support [work in progress]
Post by: retro_fan on April 08, 2018, 12:13 AM
I will leave this link here, maybe someone will find this useful:

higan-verilog - Completely Open Source Emulator/Verilog Co-simulation (https://github.com/defparam/higan-verilog) -- "One can use this architecture to build a co-processor in verilog and test it on emulator", "One can use this architecture to validate emulation or RTL verilog co-processor models with each other"
Title: Re: gsu (superfx) support [work in progress]
Post by: ThiagoRibeiro on April 08, 2018, 12:17 AM
I've received these errors in Stunt Race FX... The first one is a camera bug, but the game is still "playable". The second one freezes the screen, but the music and timer keeps running.

https://imgur.com/a/cQ9tn

 :-\ :'(

- SNES Fat PAL-M (brazilian model)
- SD2SNES Rev. F
- Original power supply
Title: Re: gsu (superfx) support [work in progress]
Post by: ka55 on April 08, 2018, 01:38 AM
I've received these errors in Stunt Race FX... The first one is a camera bug, but the game is still "playable". The second one freezes the screen, but the music and timer keeps running.

https://imgur.com/a/cQ9tn

 :-\ :'(

- SNES Fat PAL-M (brazilian model)
- SD2SNES Rev. F
- Original power supply
I am Brazilian, in my snes the stunt race (wildtrax) worked normally, a bit slow, but it works.

Text in portuguese
Eu sou brasileiro, no meu snes o stunt race (wildtrax) funcionou normalmente, um pouco lento, mas funciona.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 08, 2018, 02:54 AM
See the top of the first post for a link to v03:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed bug with how save ram size is detected. Should fix most (all?) startup problems for games and some graphical glitches.
Fixed icache invalidation bug.
Added periodic saving back in. Saves are now backed up every few seconds.

I'm hoping this fixes all startup problems and some of the graphic glitch problems.  I was basically reading out of the psram before the game was loaded to figure out how big the cartridge ram should be.  So that either took the last game's value (which is why loading it twice seemed to fix it) or some random value if the psram loses power.

The cache bug fix seems to improve the speed of doom a little, but it may just be my imagination.

Saves should now work thanks to fixing the first bug.  They get backed up every few seconds and not when you actually save.  So don't turn off the console the instance you think the data is saved.  This is the standard way the sd2snes works, but it's in a special mode where it saves every few seconds rather than immediately when it detects something is changed in the game.

There was also a bug fixed in the voxel demo.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 08, 2018, 03:26 AM
redguy you will eventually work on the sa1 chip in future? Thanks


doom usa crashed at middle level2

voxel appear random vertical bars sometime

Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 08, 2018, 03:48 AM
Thanks for the excellent update, Redguy. I tested it for a while and everything is golden. The now-fixed Voxel Demo looks pretty incredible :D
Title: Re: gsu (superfx) support [work in progress]
Post by: jse on April 08, 2018, 04:16 AM
See the top of the first post for a link to v03:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed bug with how save ram size is detected. Should fix most (all?) startup problems for games and some graphical glitches.
Fixed icache invalidation bug.
Added periodic saving back in. Saves are now backed up every few seconds.

The graphical glitches still occur in Yoshi's Island and I found another one, if you pause the game
then un-pause the game, the background and some sprites glitch. I have some images of the
glitches.  Keep up the great work.

https://i.imgur.com/drXcIZV.jpg Spec
https://i.imgur.com/jCRobDm.jpg Title Screen Graphical Glitches
https://i.imgur.com/KbjCeNE.jpg Before Pausing In A Level
https://i.imgur.com/mlb2IdS.jpg After Pausing With Graphical Glitches


Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 08, 2018, 04:29 AM
I tested these today:

https://snescentral.com/article.php?id=0151

It is unfeasible.

There is another demo i not have tested.
https://snescentral.com/article.php?id=1088

Power Slide work fine in my Snes. Try press Button Y (acelerator)
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 08, 2018, 05:36 AM
Thanks Redguy!
Everything starts and saves fine with no glitches.

Slowdown report;
Yoshi's Island Level 1-1 around the first 'rolling rock' there is a very noticeable slowdown.
Having 6 eggs, jump around the rolling-rock back and forth without pushing it.
The slowdown occurs when the purple ledged ferris wheel to the left of the rolling rock appears in view.
It occurs in the original cart too but to a lesser degree.
Please check that out redguy, this might help you to further reduce slowdowns.
Title: Re: gsu (superfx) support [work in progress]
Post by: BRNexus on April 08, 2018, 06:06 AM
Shout out to Redguy for making what seemed the impossible, possible, Ikari for designing one of if not the best Flashcarts out there and Krikzz for making this fine product available for consumers.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 08, 2018, 10:01 AM
Thx Redguy for your hard work man.
Thanks to you we can play some more  interesting games on our sd2snes.
Title: Re: gsu (superfx) support [work in progress]
Post by: Sylver on April 08, 2018, 12:20 PM
I've never been so happy to own a SD2SNES :) Thanks a lot Redguy for the FPGA GSU implementation and thanks to everyone else who made this possible ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 08, 2018, 01:37 PM
And if gsu is fully implemented and bug free-accurate,let him take a moment for himself.
Don't push him for sa-1,if he wants to do it,he will doing it like gsu.
Title: Re: gsu (superfx) support [work in progress]
Post by: toadhall on April 08, 2018, 01:40 PM
Looks like V3 fixed the graphics glitches I had in Stunt Race FX. Managed to finish a race. Great job, redguy. Keep it up!
Title: Re: gsu (superfx) support [work in progress]
Post by: jonnnlad 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 08, 2018, 03:42 PM
I cant believe people are asking about sa-1 already.
I can understand that.
The man accomplished years long challenge in brisk two weeks, that is an undeniable talent that cannot be "let loose" while this great mind is still interested in this narrow field of hobby and applying his tremendous knowledge of engineering and programming to it.
No interest lasts forever (we know that perfectly well), that's why people shamelessly implore the man to try tackle the SA-1 while he still interested in the hobby and has some free time to invest.
Title: Re: gsu (superfx) support [work in progress]
Post by: LuigiBlood on April 08, 2018, 03:48 PM
I totally get the excitement for future SA-1 support in the future.
Just, one thing at a time for now :)

Also v3 works really well.
However PAL games do not boot at all for me.
I can only play NTSC games on my PAL SNES.
Title: Re: gsu (superfx) support [work in progress]
Post by: ThiagoRibeiro on April 08, 2018, 05:44 PM
I've received these errors in Stunt Race FX... The first one is a camera bug, but the game is still "playable". The second one freezes the screen, but the music and timer keeps running.

https://imgur.com/a/cQ9tn

 :-\ :'(

- SNES Fat PAL-M (brazilian model)
- SD2SNES Rev. F
- Original power supply


I keep facing errors on v3...  :'( :'(

https://imgur.com/pOYgVuZ
Title: Re: gsu (superfx) support [work in progress]
Post by: Kingherb on April 08, 2018, 05:46 PM
I totally get the excitement for future SA-1 support in the future.
Just, one thing at a time for now :)

Also v3 works really well.
However PAL games do not boot at all for me.
I can only play NTSC games on my PAL SNES.

Your lucky I can’t get any super fx game to boot without glitches or crashes on my pal snes
Cpu Rev 2 ppu Rev 1 ppu2 Rev 3 original power supply sd2snes Rev E1b 17/05/2015
Title: Re: gsu (superfx) support [work in progress]
Post by: BRNexus on April 08, 2018, 05:56 PM
  Pretty sure I found some kind of graphical bug.   Check the expert tracks on Stunt Race FX, they are very washed out.
Tested on both an original SNES and Super NT.  NTSC rom.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 08, 2018, 06:03 PM
Yep, I confirm the washed out expert tracks on Stunt Race FX.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 08, 2018, 06:35 PM
The stunt race fx expert track looks the same to me in the emulators as the sd2snes.  Am I missing something?  Looks like a "feature" of the expert tracks is the color changes.
Title: Re: gsu (superfx) support [work in progress]
Post by: BRNexus on April 08, 2018, 06:54 PM
The stunt race fx expert track looks the same to me in the emulators as the sd2snes.  Am I missing something?  Looks like a "feature" of the expert tracks is the color changes.

So its possibly some type of Fog effect?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 08, 2018, 07:02 PM
Yes, false alarm.
This is a Fog effect on the King's Forest track, it clears up after the bridge on Lap 2.
Title: Re: gsu (superfx) support [work in progress]
Post by: ka55 on April 08, 2018, 07:29 PM
I've received these errors in Stunt Race FX... The first one is a camera bug, but the game is still "playable". The second one freezes the screen, but the music and timer keeps running.

https://imgur.com/a/cQ9tn

 :-\ :'(

- SNES Fat PAL-M (brazilian model)
- SD2SNES Rev. F
- Original power supply


I keep facing errors on v3...  :'( :'(

https://imgur.com/pOYgVuZ
I tested v0.3 on my super nintendo 1chip manufactured by gradiente and ran without the problem shown in the gif.
My sd2snes is rev F, bought in the retrogate store.

Text in portuguese
Eu testei o v0.3 em meu super nintendo 1chip fabricado pela gradiente e funcionou sem o problema mostrado no gif.
O meu sd2snes é rev F, comprado na loja retrogate.
Title: Re: gsu (superfx) support [work in progress]
Post by: ThiagoRibeiro on April 08, 2018, 09:41 PM
I've received these errors in Stunt Race FX... The first one is a camera bug, but the game is still "playable". The second one freezes the screen, but the music and timer keeps running.

https://imgur.com/a/cQ9tn

 :-\ :'(

- SNES Fat PAL-M (brazilian model)
- SD2SNES Rev. F
- Original power supply


I keep facing errors on v3...  :'( :'(

https://imgur.com/pOYgVuZ
I tested v0.3 on my super nintendo 1chip manufactured by gradiente and ran without the problem shown in the gif.
My sd2snes is rev F, bought in the retrogate store.

Text in portuguese
Eu testei o v0.3 em meu super nintendo 1chip fabricado pela gradiente e funcionou sem o problema mostrado no gif.
O meu sd2snes é rev F, comprado na loja retrogate.

Where do you get your rom? I don't believe it's the problem, but I'm considering do a test with another one. I've tried star fox 2 and the image freezes some seconds after the intro starts.
Title: Re: gsu (superfx) support [work in progress]
Post by: ka55 on April 08, 2018, 10:07 PM
I've received these errors in Stunt Race FX... The first one is a camera bug, but the game is still "playable". The second one freezes the screen, but the music and timer keeps running.

https://imgur.com/a/cQ9tn

 :-\ :'(

- SNES Fat PAL-M (brazilian model)
- SD2SNES Rev. F
- Original power supply


I keep facing errors on v3...  :'( :'(

https://imgur.com/pOYgVuZ
I tested v0.3 on my super nintendo 1chip manufactured by gradiente and ran without the problem shown in the gif.
My sd2snes is rev F, bought in the retrogate store.

Text in portuguese
Eu testei o v0.3 em meu super nintendo 1chip fabricado pela gradiente e funcionou sem o problema mostrado no gif.
O meu sd2snes é rev F, comprado na loja retrogate.

Where do you get your rom? I don't believe it's the problem, but I'm considering do a test with another one. I've tried star fox 2 and the image freezes some seconds after the intro starts.

I got the rom on the planetemu.
Is your sd2snes krikzz or chinese? If you're Chinese maybe that's the problem.

text in portuguese
Eu peguei a rom no planetemu.
O teu sd2snes é do krikzz ou chinês ? Se for chinês talvez seja este o problema.
Title: Re: gsu (superfx) support [work in progress]
Post by: Alvis on April 08, 2018, 10:50 PM
Not sure if this is a glitch in the game or in the GSU simulation:

In Stunt Race FX, during the first bonus race (between Novice tracks 2 and 3), I got the big-rig lodged in the course's edge and the game briefly froze.

There were only 2 seconds left on the timer when I did so, but the timer froze upon getting stuck, and controls became unresponsive. After maybe 10 seconds, the truck finally popped back out, and the bonus round ended.

ETA:

And now a similar glitch on Novice track 4. Though I didn't hit a wall, it's a similar freeze: the graphics are locked, with the exception of my wheels are still spinning. The checkpoint count-down timer is frozen, but the elapsed-time count-up timer is still going.

Background music continues to play, as well as the tire-squeal SFX. And as I type this I notice that there's also an engine-noise SFX that slowly increases in pitch/volume before peaking and resetting back to zero.

Pressing Y causes the BOOST meter to color cycle as if it's in use, but the meter never depletes. And of course, as I'm frozen, the car doesn't boost.
Title: Re: gsu (superfx) support [work in progress]
Post by: ThiagoRibeiro on April 09, 2018, 01:03 AM

I got the rom on the planetemu.
Is your sd2snes krikzz or chinese? If you're Chinese maybe that's the problem.

text in portuguese
Eu peguei a rom no planetemu.
O teu sd2snes é do krikzz ou chinês ? Se for chinês talvez seja este o problema.

Original Krikzz. Yoshi island is running perfect, except for one or two little red squares appearing on background  in the 1st stage with the v3 (in previous ver I dont face this), but fully playable even in the MSU-1 version.

Ah! The Yoshi Island isn't keeping the save after power off the system.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 09, 2018, 01:19 AM

I got the rom on the planetemu.
Is your sd2snes krikzz or chinese? If you're Chinese maybe that's the problem.

text in portuguese
Eu peguei a rom no planetemu.
O teu sd2snes é do krikzz ou chinês ? Se for chinês talvez seja este o problema.

Original Krikzz. Yoshi island is running perfect, except for one or two little red squares appearing on background  in the 1st stage with the v3 (in previous ver I dont face this), but fully playable even in the MSU-1 version.

Ah! The Yoshi Island isn't keeping the save after power off the system.

Are you resetting it, or turning it off? Try soft resetting the game.
Title: Re: gsu (superfx) support [work in progress]
Post by: Shadow on April 09, 2018, 02:14 AM
Redguy is doing really great.  I've been up all night shopping around for a SNES on ebay. I was about to win one too but got spiked at the last second. Damn.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 09, 2018, 02:43 AM
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.
Only 7 messages in the forum and fresh subscribing and already give useless judgments to peoples that are here from years before you and are using everdrives and sd2snes years before you (and more expert) so try to give respect first NOOB, and some words you use take them for yourself as are much more indicated for your person.
And IF redguy, that is a genius for me, makes an sa1 core will benefit YOU too. So shut up.

And i'm totally with james comment below that have understood the situation, thanks.

I cant believe people are asking about sa-1 already.
I can understand that.
The man accomplished years long challenge in brisk two weeks, that is an undeniable talent that cannot be "let loose" while this great mind is still interested in this narrow field of hobby and applying his tremendous knowledge of engineering and programming to it.
No interest lasts forever (we know that perfectly well), that's why people shamelessly implore the man to try tackle the SA-1 while he still interested in the hobby and has some free time to invest.
Title: Re: gsu (superfx) support [work in progress]
Post by: Sarge on April 09, 2018, 02:49 AM
Hey, no sense getting upset.  I'm sure some of the sentiment stems from seeing folks in other places that aren't all that appreciative of the hard work.  Entitled attitudes bug me too.  However, this may not have been the case, so like James-F said, there's quite a bit of excitement here as well.

Regardless, let's just appreciate what redguy has already given us!  This is absolutely amazing work.
Title: Re: gsu (superfx) support [work in progress]
Post by: FartPuff on April 09, 2018, 03:53 AM
I'm grateful for this energetic and talented person using his time to grace us with this.  I don't blame anyone for asking for more.  I don't think it's entitlement, but a lot of excited hopefulness that doesn't happen but once a decade.  James-F is spot-on.
Title: Re: gsu (superfx) support [work in progress]
Post by: boogiemanspud on April 09, 2018, 04:37 AM
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.
Only 7 messages in the forum and fresh subscribing and already give useless judgments to peoples that are here from years before you and are using everdrives and sd2snes years before you (and more expert) so try to give respect first NOOB, and some words you use take them for yourself as are much more indicated for your person.
And IF redguy, that is a genius for me, makes an sa1 core will benefit YOU too. So shut up.

Wow boys, we got an internet tough guy here.  He's "been here for years" and even has 280 posts, us NOOBS better learn to recognize a clearly superior specimen of human being.  Man, you need to evaluate your priorities in life because this is pretty pathetic.  Being a member of one particular forum for years isn't the be all end all of what makes one an "expert".  Talking about someone's post count also makes people quickly discount the validity of anything you say.

C'mon man, lighten up.  I get that we all want sa-1 but it's not redguy's job to give that to you.  Be happy with what he's doing and if he or someone decides to tackle sa-1 in the future that's great.  Over the years I've seen more EXPERTS get burnt out and leave their respective communities due to beggars and other non-contributing folks bothering them all the time with "requests".  Just let it go and don't try to pressure someone who's GIVING you their time and hard work for free.  Be appreciative, not an annoying beggar bothering those with the know how to get this stuff done.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 09, 2018, 04:47 AM
See the top of the first post for a link to v04:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

I think I introduced a bug in v03 when trying to fix another bug in v02.  This is the attempt to fix that, although, I can't test it because it works for me with both versions.  If someone had a working v02, but it stopped working in v03 give this one a try.  If it still doesn't work then try the fpga_gsu.bit from v02 and see if that works.

Also, you may have to delete your save files for yoshi's island from v02 and older.  They may have gotten corrupted by v01 and v02.
Title: Re: gsu (superfx) support [work in progress]
Post by: abee263 on April 09, 2018, 06:27 AM
Thanks for the update Redguy,

You are awesome and very talented guy

Greetings from Indonesia :)
Title: Re: gsu (superfx) support [work in progress]
Post by: DJBabyBuster on April 09, 2018, 07:33 AM
Thanks for the latest update redguy.  The pace at which you're updating is quite amazing.  I tested v3 earlier today and everything was more consistently starting every time.  I played through Star Fox 2 to completion without issue, and the rom is successfully saving my high score.  Grabbing v4 now, thank you for all your exhaustive efforts!!! 
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 09, 2018, 07:40 AM
Thank you redguy.
Everything works fine in v4, including saves from previous builds.
Also, the slowdown in YI I've encountered is lessened in V4.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 09, 2018, 07:45 AM
Thank you for your hard work  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: toadhall on April 09, 2018, 08:23 AM
Wow, we're on V4 already. Redguy is on fire!
Title: Re: gsu (superfx) support [work in progress]
Post by: NOBODY on April 09, 2018, 09:20 AM
REDGUY, thank you so much, mate.

You give us all a big present.

Good bless you!
Title: Re: gsu (superfx) support [work in progress]
Post by: krisk77 on April 09, 2018, 09:34 AM
In case it helps, this is my experience with a SD2SNES rev E2.
I used 2 consoles to test and in both I had game crashes with Yoshis island:
PAL SNES with PAL/NTSC 50/60 hz : every rom from every regin crashes at intro before file selection
JAP NTSC SNES unmodified: only ntsc games are able to initiate playing (obviously) but with USA roms I can play until it crashes at first or second stage, but with jap 1.0 rom it does not crash.

I hope it helps.

Snip..error ignore
Title: Re: gsu (superfx) support [work in progress]
Post by: sonicjhn on April 09, 2018, 11:09 AM
See the top of the first post for a link to v04:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

I think I introduced a bug in v03 when trying to fix another bug in v02.  This is the attempt to fix that, although, I can't test it because it works for me with both versions.  If someone had a working v02, but it stopped working in v03 give this one a try.  If it still doesn't work then try the fpga_gsu.bit from v02 and see if that works.

Also, you may have to delete your save files for yoshi's island from v02 and older.  They may have gotten corrupted by v01 and v02.

Amazing update, Redguy! The games are running significantly faster now, specially Doom and Stunt Race FX. Both are much more enjoyable to play now, with a great sensation of speed.

Thanks for this huge contribution for the SD2SNES community!
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 09, 2018, 04:04 PM
Just tried the new firmware and Star Fox crashed during the first level, audio kept playing but the game screen was stuck on a frame. No graphical glitches, it just froze.

The rom I'm using is "Star Fox (USA).sfc" in the folder "Unplayable Chip Games" from the Smokemonster rom set. Using a SNES mini with no mods other than an RGB amp.
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 09, 2018, 05:48 PM
Played the first Star Fox level again, and instead of freezing my Arwing just disappeared. I could still play the game, the camera followed my controller inputs just without rendering the Arwing. Using GSUv04 files and the SD2SNES fpgabase.bit from the GSUv02 release, should I be using a different fpgabase file?

https://imgur.com/a/Z3ZAW (https://imgur.com/a/Z3ZAW)

Didn't realize another fpgabase file was provided in v03, since I skipped that release. I'll try that and update my post.

Update: Tried the newer fpgabase file from v03 and the Arwing still disappeared near the end of the level.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 09, 2018, 06:01 PM
People, please provide with your report what console revision and region you are using, and whether you have SuperCIC installed.
Also, full rom filename, and MD5/SHA-1/CRC32 checksum of the rom.
Title: Re: gsu (superfx) support [work in progress]
Post by: multimod on April 09, 2018, 06:10 PM
i have a 1chip snes (us model) with super cic and a sd2snes rev.E1
all super fx games crashes within a few seconds.
i tested another another snes but its the same.
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 09, 2018, 06:11 PM
People, please provide with your report what console revision and region you are using, and whether you have SuperCIC installed.
Are there any revisions I should mention for the US/NTSC SNES mini? I'm using an SD2SNES RevH from the Krikzz store, not sure about SuperCIC, is that a setting or an add-on a user installs?

Just tried playing Yoshi's Island. First level played fine, 2nd level having graphical glitches and then a black screen. Music still plays, but controller input doesn't do anything. Rom is from Smokemonster set, in the "Unplayable Chip Games" folder named "Super Mario World 2 - Yoshi's Island (Europe) (En, Fr, De)". How would I get the rom data so I can provide more useful debugging info?

Tried playing it again. 2nd level loaded fine, played for a bit and died, then when I reloaded the level it played for a few second before the same black screen/music only failure.

Update: forget about all the Yoshi's Island bugs I mentioned, as James-F pointed out I was running a pal rom on an NTSC console.
Title: Re: gsu (superfx) support [work in progress]
Post by: Kingherb on April 09, 2018, 06:16 PM
i have a 1chip snes (us model) with super cic and a sd2snes rev.E1
all super fx games crashes within a few seconds.
i tested another another snes but its the same.

I reported similar issues a few pages back but i’m On a 2 chip pal snes, but my sd2snes is Rev.E1 I wonder if that is the issue here?
Title: Re: gsu (superfx) support [work in progress]
Post by: multimod on April 09, 2018, 06:28 PM
Quote
I reported similar issues a few pages back but i’m On a 2 chip pal snes, but my sd2snes is Rev.E1 I wonder if that is the issue here?

it is not the snes. i tested some models. the sd2snes rev.E1 have some issues with the gsu firmware.
Title: Re: gsu (superfx) support [work in progress]
Post by: multimod on April 09, 2018, 06:52 PM
Quote
I reported similar issues a few pages back but i’m On a 2 chip pal snes, but my sd2snes is Rev.E1 I wonder if that is the issue here?

it is not the snes. i tested some models. the sd2snes rev.E1 have some issues with the gsu firmware.
the sd2snes rev.E1 have some issues with the gsu firmware ??

As I wrote the games crash after a short time, usually already in the intro after 2-5 seconds.
Title: Re: gsu (superfx) support [work in progress]
Post by: multimod on April 09, 2018, 07:12 PM
Quote
I reported similar issues a few pages back but i’m On a 2 chip pal snes, but my sd2snes is Rev.E1 I wonder if that is the issue here?

it is not the snes. i tested some models. the sd2snes rev.E1 have some issues with the gsu firmware.
the sd2snes rev.E1 have some issues with the gsu firmware ??

As I wrote the games crash after a short time, usually already in the intro after 2-5 seconds.

you think is the sd2snes  Rev.E1 ?

yes!?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 09, 2018, 07:13 PM
@woozle
You are playing pal rom on an ntsc console.
No wonder it has bugs.
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 09, 2018, 07:31 PM
@woozle
You are playing pal rom on an ntsc console.
No wonder it has bugs.
Oh wow, didn't realize that. Updated my post where I mentioned the "bug". In the folder there are two Yoshi's Island roms...didn't realize I was loading the pal one. Played it again on the NTSC rom and it works fine, will probably delete that pal rom off of the SD card so this doesn't happen again.

What about for "Star Fox (USA).sfc", that's a NTSC rom right? Still has crashes.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 09, 2018, 07:45 PM
In addition to your console info (and NTSC/PAL), the most important info to provide is what ROM you are using. Without posting the ROM's source and MD5 hash, error reports are pointless. Redguy won't be able replicate issues unless you can tell him exactly what ROM you are using.
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 09, 2018, 07:55 PM
In addition to your console info (and NTSC/PAL), the most important info to provide is what ROM you are using. Without posting the ROM's source and MD5 hash, error reports are pointless. Redguy won't be able replicate issues unless you can tell him exactly what ROM you are using.
The tool here http://www.romhacking.net/utilities/1002/ (http://www.romhacking.net/utilities/1002/) gives me the following info for the star fox rom that gave me errors (arwing disappeared in the first level but game kept playing otherwise),

No-Intro Name: Star Fox (USA)
(No-Intro version  20130701-030720)
ROM/File SHA-1: 1F5355534CCFAF26AE6C8F055F3E4768F9D72A7E
External Header: No
File/Rom Size: 1048576
ROM CRC32: 0BAE0941

Is that correct info/is any other info needed?
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 09, 2018, 08:09 PM
Unfortunately the DATs provided with that tool are 5 to 8 years outdated, and only work for No-Intro. So it's not going to be very useful.

But the SHA-1 you provided is exactly what is needed and allows anyone to use the exact ROM that you are testing with.
Title: Re: gsu (superfx) support [work in progress]
Post by: phoenixdownita on April 10, 2018, 07:05 AM
gsu_05 is out:

https://github.com/RedGuyyyy/sd2snes/releases/download/gsu_v05/sd2snes_gsu_v05.zip
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 10, 2018, 07:08 AM
Thanks.

The firmware info and readme still say 04 but the files are indeed new, so I thought maybe let redguy announce it.

Changes for v05:
* Changed save to sd to only operate when it detects a carttype that has saveram.
* Fixed sram init bug.
* Reverted cache invalidation change. Looks like it's not the cause of problems.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 10, 2018, 08:18 AM
Awesome!  ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: Rahzadan on April 10, 2018, 01:20 PM
RedGuy (and pretty much everyone relevant in the SD2SNES / Super Nt community) have been hanging out in the Analogue Discord channel, which is where RedGuy posted his 05 version first:

https://discord.gg/EX57xnF

Hang out there in the SD2SNES channel and you're likely to get the most bleeding edge updates :)
Title: Re: gsu (superfx) support [work in progress]
Post by: marcus.miranda on April 10, 2018, 02:28 PM
RedGuy (and pretty much everyone relevant in the SD2SNES / Super Nt community) have been hanging out in the Analogue Discord channel, which is where RedGuy posted his 05 version first:

https://discord.gg/EX57xnF

Hang out there in the SD2SNES channel and you're likely to get the most bleeding edge updates :)

I quickly looked for redguy and I couldn't find him.
Is he using a different nickname?

Also, who else should we keep an eye on there, aside from kevtris? :)

Thx for the tip, btw!

EDIT: I found RedGuy :P scrolling up a bit... he was not in the right member list.
Title: Re: gsu (superfx) support [work in progress]
Post by: marcus.miranda on April 10, 2018, 03:22 PM
gsu_05 is out:

https://github.com/RedGuyyyy/sd2snes/releases/download/gsu_v05/sd2snes_gsu_v05.zip

its a new firmware ?
Yup!
The changelog is in the Github.

He's a bit more active in Discord :)
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 10, 2018, 05:32 PM
Still having issues with Star Fox in v05. The Arwing no longer disappears in the first level, but its rendering is still messed up. https://imgur.com/a/ZbNpV (https://imgur.com/a/ZbNpV)

NTSC SNES mini
SD2SNES revH
No-Intro Name: Star Fox (USA)
ROM/File SHA-1: 1F5355534CCFAF26AE6C8F055F3E4768F9D72A7E
External Header: No
File/Rom Size: 1048576
ROM CRC32: 0BAE0941
Title: Re: gsu (superfx) support [work in progress]
Post by: lee4 on April 10, 2018, 06:04 PM
Still having issues with Star Fox in v05. The Arwing no longer disappears in the first level, but its rendering is still messed up. https://imgur.com/a/ZbNpV (https://imgur.com/a/ZbNpV)

NTSC SNES mini
SD2SNES revH
No-Intro Name: Star Fox (USA)
ROM/File SHA-1: 1F5355534CCFAF26AE6C8F055F3E4768F9D72A7E
External Header: No
File/Rom Size: 1048576
ROM CRC32: 0BAE0941
checkboard is normal
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 10, 2018, 06:25 PM
Still having issues with Star Fox in v05. The Arwing no longer disappears in the first level, but its rendering is still messed up. https://imgur.com/a/ZbNpV (https://imgur.com/a/ZbNpV)

NTSC SNES mini
SD2SNES revH
No-Intro Name: Star Fox (USA)
ROM/File SHA-1: 1F5355534CCFAF26AE6C8F055F3E4768F9D72A7E
External Header: No
File/Rom Size: 1048576
ROM CRC32: 0BAE0941
checkboard is normal
The checkerboard pattern isn't the issue that I'm having. All the buildings/enemies/screen effects disappear, everything except the mountain background and ground. The game usually ends up freezing shortly after.

Definitely possible that I'm doing something wrong on my end, but figured I would post it anyway.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on April 10, 2018, 06:33 PM
Hang out there in the SD2SNES channel and you're likely to get the most bleeding edge updates :)

I just check the git every day and compile/synthesize my own cores. That way I can have custom messages in the menu and I don't have to wait for a release. Then again, I can be very impatient when it comes to testing new things :P.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 10, 2018, 06:43 PM
Quote from: woozle
The checkerboard pattern isn't the issue that I'm having. All the buildings/enemies/screen effects disappear, everything except the mountain background and ground. The game usually ends up freezing shortly after.
Sounds like rom/ram problem whether on the sd2snes or the console itself.
Please run the sd2snes diagnostics firmware.
https://sd2snes.de/blog/cool-stuff/sd2snes-diagnostics
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 10, 2018, 07:35 PM
Quote from: woozle
The checkerboard pattern isn't the issue that I'm having. All the buildings/enemies/screen effects disappear, everything except the mountain background and ground. The game usually ends up freezing shortly after.
Sounds like rom/ram problem whether on the sd2snes or the console itself.
Please run the sd2snes diagnostics firmware.
https://sd2snes.de/blog/cool-stuff/sd2snes-diagnostics
Thanks for the tip, just ran the test. The test reached the green screen and here are the results, seems like everything checked out?

TEST SUMMARY
============

flash check:   1111-4-33b04504-dfb09a7f-b8-11-0 
Test      Result
----------------
SD        Passed
USB       not implemented
RTC       Passed
CIC       no run
FPGA      Passed
RAM       Passed
SD DMA    Passed
CLK       Passed
DAC       not implemented
SNES IRQ  Passed
SNES RAM  Passed
SNES PA   Passed
Title: Re: gsu (superfx) support [work in progress]
Post by: marcus.miranda on April 10, 2018, 07:38 PM
Quote from: woozle
The checkerboard pattern isn't the issue that I'm having. All the buildings/enemies/screen effects disappear, everything except the mountain background and ground. The game usually ends up freezing shortly after.
Sounds like rom/ram problem whether on the sd2snes or the console itself.
Please run the sd2snes diagnostics firmware.
https://sd2snes.de/blog/cool-stuff/sd2snes-diagnostics
Thanks for the tip, just ran the test. The test reached the green screen and here are the results, seems like everything checked out?

TEST SUMMARY
============

flash check:   1111-4-33b04504-dfb09a7f-b8-11-0 
Test      Result
----------------
SD        Passed
USB       not implemented
RTC       Passed
CIC       no run
FPGA      Passed
RAM       Passed
SD DMA    Passed
CLK       Passed
DAC       not implemented
SNES IRQ  Passed
SNES RAM  Passed
SNES PA   Passed

Yeah!
Looks like a good result... everything seems fine.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 10, 2018, 07:46 PM
Everything seems to be in order.

You are using SF v1.0, please try Star Fox v1.2, it should be latest anyway.

Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 10, 2018, 07:53 PM
Everything seems to be in order.

You are using SF v1.0, please try Star Fox v1.2, it should be latest anyway.
If I can find the rom I'll test and report back, but so far everything that's come on google has tried to pass an exe off as a rom or something else not very trustworthy. I'll keep looking.

Update: Tried out Star Fox v1.2 and it crashed in the first level, tried playing it twice.
NTSC SNES mini, SD2SNES rev.H, passes diagnostics test.

File SHA-1: 87C4B4C6DBE65D62B5AEC0CE8E7B799E768B30B4
ROM SHA-1: CF08148CD8F26D51F8C67C956179DF
Title: Re: gsu (superfx) support [work in progress]
Post by: TheShadowRunner on April 10, 2018, 09:40 PM
just shut up  :) mr 4 messages in the forum and its friend. Talk instead about how he insulted me, no uh? because you are much more ridicolus then your friend with 7 messages.
Dude, stop your noise, no one cares. It's not the right place in all cases.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 10, 2018, 09:59 PM
Euh,go fight on another topic please,keep it clean and stay on topic,in this case Super Fx on sd2snes.
V5 works here fine with my sd2snes rev E1 upgraded to rev H.
My snes chip 1 snes is super cic enhanced and igr mod.
cpu:rev 2-ppu1 rev 1-ppu2 rev 3
Tested Star Fox rev 2, i use smokemonster's latest pack as source.
Tested also star fox 2 mini snes version.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 10, 2018, 10:02 PM
Games tested:

Super Mario World 2: Yoshi's Island (NTSC) (1.0) - perfect, absolutely no issues with the save RAM or performance
Star Fox (NTSC) (1.0) - Same as above, no issues whatsoever

I gotta say, this is freaking sweet

I've still to yet test Star Fox 2.  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: Arjak on April 10, 2018, 11:31 PM
just shut up  :) mr 4 messages in the forum and its friend. Talk instead about how he insulted me, no uh? because you are much more ridicolus then your friend with 7 messages.

Seniority does not equal wisdom, maturity, or level of contribution. Your attitude clearly demonstrates this.


I'm going to try to do some testing soon. I'm really looking forward to giving Yoshi's Island and StarFox 1 & 2 a try!
Title: Re: gsu (superfx) support [work in progress]
Post by: Monkey on April 10, 2018, 11:42 PM
One issue on version 0.4 Star fox competition cart 2nd level boss disappeared.  Everything else seems good.

1 chip pal snes with super crc installed.
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on April 11, 2018, 02:19 AM
Enough silly flame wars guys.  Stay on topic.  It makes the end-user look bad.

I have a SD2SNES from probably the second batch KRIKzz ever made and everything works fine on it.  Might be your SNES deck trying to kick the bucket who knows.  Maybe try a different SD2SNES cartridge or a different deck.
Title: Re: gsu (superfx) support [work in progress]
Post by: Nobody09 on April 11, 2018, 04:58 AM
Tested Star Fox JP v1.0 with v05 on my 2-1-3 NTSC SNES and I was able to play the game from start to finish without any issues. This was done on a SD2SNES Rev.F I got from stoneagegamer back in 2015.
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on April 11, 2018, 06:41 PM
sd2snes with support gsu superfx by redguy , work on super nt ?

Yes.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 12, 2018, 02:32 AM
I've tried doom on the new v05 and have introduced again the glitches on the textures and i always get crashes after few seconds.
on star fox 2 that worked fine on v3, now i got only sound and no video...
Title: Re: gsu (superfx) support [work in progress]
Post by: brianvgplayer on April 12, 2018, 05:19 AM
I tried v5 and Star Fox 2 is booting up with sound and no picture and other games like Dirt Trak FX, Star Fox, and Doom are locking up after a short time. v4 seems to have the same issue. SD2SNES rev. H. Analog Super NT and older model SNES with eject holder.

edit: Tried v3 and had issues with games locking up Star Fox Rev 2 and Star Fox 2 SNES mini were two of these.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 12, 2018, 07:57 AM
@brianvgplayer, woozle
Please try v02 again and report.
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on April 12, 2018, 11:45 AM
starfox and starfox 2 on sd2snes work on Analog Super NT ?

Very well for me.
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on April 12, 2018, 01:02 PM
starfox and starfox 2 on sd2snes work on Analog Super NT ?

Very well for me.

yes because i order a super nt :)

Good choice IMHO.  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: AcidRain on April 12, 2018, 03:24 PM
They go hand in hand. So glad I picked up a SD2SNES and a Super NT. Bye bye Super Everdrive  ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 12, 2018, 03:31 PM
I have play today doom in my old snes pal. Not glitches or freeze, all perfect. With v5 and sd2snes last board revision.
Title: Re: gsu (superfx) support [work in progress]
Post by: woozle on April 12, 2018, 04:28 PM
@brianvgplayer, woozle
Please try v02 again and report.
Tried v02, couldn't even get Starfox v1.2 to boot after 5+ power cycles. Starfox v1 booted on first try and I was able to clear the first stage, something I couldn't do without crashing on v04/v05 (skipped v03). Will update if I get Starfox v1.2 to boot or if Starfox v1 crashes.
Title: Re: gsu (superfx) support [work in progress]
Post by: brianvgplayer on April 12, 2018, 07:27 PM
v2 works for me. Star Fox 2 fixed beta, Star Fox 2 SNES Mini, Star Fox 1 rev. 2, Doom, and Yossy Island all work. The graphics did glitch up briefly in Star Fox 2 a couple of times and a had to power cycle a few times, but the games work consistently.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 12, 2018, 08:47 PM
Yoshi's Island is perfect in my Snes (Fat NTSC 1CHIP).

100% complete soon
(https://i.imgur.com/PPhWMBJ.png?1)
Title: Re: gsu (superfx) support [work in progress]
Post by: EchopleX420247 on April 12, 2018, 09:08 PM
Hi, new to the forum.  First, I wanted to thank everyone who is involved in all these projects.  You’ve made an old gamer very happy.  I was so impressed with the Everdrive 64 v2.5 that I also purchased a SD2SNES shortly after.

I lurked for a few days before deciding to install the beta and join the forum to put my two cents in but I’m happy to report that I installed v05 on my SD card a few days ago and all was good on first try.  I ran Starfox v1.2, Starfox 2, SMW2, DOOM, and Stunt Race FX with no issues so far.  Stunt Race FX actually seems to run better than it did on my Wii using Snes9x.

I’m using an early Super Famicom(NTSC-J).  I’ll have to check what version flashcart I have but I know the info said it was made in February 2018.

Again, keep up the great work.  Let’s hope this inspires someone to get SA-1 going.
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 13, 2018, 12:25 AM
v05 seems fine to me.  I'm use smokemonster roms on NTSC.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 13, 2018, 04:41 AM
Hi, new to the forum.  First, I wanted to thank everyone who is involved in all these projects.  You’ve made an old gamer very happy.  I was so impressed with the Everdrive 64 v2.5 that I also purchased a SD2SNES shortly after.

I lurked for a few days before deciding to install the beta and join the forum to put my two cents in but I’m happy to report that I installed v05 on my SD card a few days ago and all was good on first try.  I ran Starfox v1.2, Starfox 2, SMW2, DOOM, and Stunt Race FX with no issues so far.  Stunt Race FX actually seems to run better than it did on my Wii using Snes9x.

I’m using an early Super Famicom(NTSC-J).  I’ll have to check what version flashcart I have but I know the info said it was made in February 2018.

Again, keep up the great work.  Let’s hope this inspires someone to get SA-1 going.

Keep in mind Snes9x on Wii uses a lot of frame-skipping because to the weak CPU, so Super FX games are gonna struggle. Wii U doesn't have this issue on RetroArch and runs the same as real hardware/SDS2SNES.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 14, 2018, 04:37 AM
I tried v5 and Star Fox 2 is booting up with sound and no picture and other games like Dirt Trak FX, Star Fox, and Doom are locking up after a short time. v4 seems to have the same issue. SD2SNES rev. H. Analog Super NT and older model SNES with eject holder.

edit: Tried v3 and had issues with games locking up Star Fox Rev 2 and Star Fox 2 SNES mini were two of these.
HELP!!!! same here on usa snes. v3 works fine v4 v5 no


i tried two different snes.

also v3 have 3 files inside, v5 only 2, why? i installed first v3 than v5, i tried to delete star fox 2 saves, but do the same.
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on April 14, 2018, 10:56 AM
Are things working mostly close to 100% now? I noticed the releases slowed down...

The question is, when is this going to get rolled into the normal SD2SNES firmware?
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on April 14, 2018, 10:57 AM
Are things working mostly close to 100% now? I noticed the releases slowed down...

The question is, when is this going to get rolled into the normal SD2SNES firmware?
Title: Re: gsu (superfx) support [work in progress]
Post by: ewok on April 14, 2018, 11:14 AM
Thanks a lot!!! Works great on my sd2snes and Analogue super NT. I sincerely hope that you also look to the other unemulated coprocessor chips.

To be quite honest, I understand sd2snes is a hobby project, but unfortunately firmware updates and emulated coprocessor updates are quite slow. And the device is quite expensive. I really like what you did in such a short time frame. Please stick to the sd2snes for a while. Your help is more then welcome! Thanks again!!  :)
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 14, 2018, 12:12 PM
I think it work o.k only the in game hook issue.
Title: Re: gsu (superfx) support [work in progress]
Post by: mario64 on April 14, 2018, 04:33 PM
Are things working mostly close to 100% now? I noticed the releases slowed down...

The question is, when is this going to get rolled into the normal SD2SNES firmware?
Not for me. I’ve yet to be able to play a single FX game without lockup or other issues. I’m using the Smokemonster pack on a Super NT  :(
Title: Re: gsu (superfx) support [work in progress]
Post by: romhunter on April 14, 2018, 05:52 PM
starfox 2 work fine with gsu v0.5 for you ?

On a fast test ...
* Star Fox 2 (Beta TD) [h1C] -> GoodSNES v3.27
* Star Fox 2 Final Fix by ManuLoewe (Beta TD) [T+Eng1.00_Aeon Genesis] -> GoodSNES v3.27
are working now (Maybe other ROM versions too).
 ;D

Title: Re: gsu (superfx) support [work in progress]
Post by: xamphear on April 14, 2018, 05:55 PM
Are things working mostly close to 100% now? I noticed the releases slowed down...

The question is, when is this going to get rolled into the normal SD2SNES firmware?
Not for me. I’ve yet to be able to play a single FX game without lockup or other issues. I’m using the Smokemonster pack on a Super NT  :(
Same here, with a SuperNT. Lots of crashes and graphical glitches across all SFX games. I wonder if there's some SuperNT setting that affects things.
Title: Re: gsu (superfx) support [work in progress]
Post by: Prock78 on April 14, 2018, 06:32 PM
First, thanks a lot for your work on Super FX implementation Redguy! I discovered about it yesterday and was really excited to test this!
Unfortunately it doesn't work for me, I don't understand what's wrong...  :-[ :-[ :-[
I tried gsu_v05, then v04 and then v03 and I always get the same issues with all the Super FX games: the graphics are totally messed up, and it freezes after a few seconds, sometimes the music carries on, sometimes it stops too, sometimes the game doesn't boot at all (black screen, sometimes with music, sometimes without). Sometimes I can see the intro of Yoshi's Island and Stunt Race FX but if it doesn't freeze during the intro, it always freeze at the title screen (or at least when the race begins when I'm lucky enough to go until there, in Stunt Race FX). I tried with US, euro and jap roms, but I always get the same problems. I use the no-intro roms, but also tried with other roms (roms with or without header): nothing works...
I have a modded PAL SNES with Super CIC. I have a SD2SNES with a Sandisk SD card. I don't know which revision of my SD2SNES, I think it's F but I'm not sure... how to know?
All the other SNES games work flawlessly, including MSU patched games (SA-1 games don't work, of course...). Did I do something wrong? Or is it a hardware problem? or another problem (gsu not being compatible with all hardware yet)?
Thanks for your help!
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on April 14, 2018, 09:17 PM
where do I obtain the v0.5 firmware? it's not on the first page of this thread. Thanks!
Title: Re: gsu (superfx) support [work in progress]
Post by: ka55 on April 14, 2018, 09:54 PM
where do I obtain the v0.5 firmware? it's not on the first page of this thread. Thanks!
https://github.com/RedGuyyyy/sd2snes/releases/
Title: Re: gsu (superfx) support [work in progress]
Post by: brianvgplayer on April 15, 2018, 12:42 AM
v2 is the only version that works consistently for me, though that version has lockups with Stunt Race FX.
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 15, 2018, 02:50 PM
The people that have problems. Is a original sd2snes from krizz or is a alliexpress chinese sd2snes?.

Maybe can be the problem, chinese quality.
Title: Re: gsu (superfx) support [work in progress]
Post by: Prock78 on April 15, 2018, 03:10 PM
The people that have problems. Is a original sd2snes from krizz or is a alliexpress chinese sd2snes?.

Maybe can be the problem, chinese quality.

Mine is an original one, I bought it on a German site.
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on April 15, 2018, 03:51 PM
I was having issue on Star Fox2 (before phalanx67 helps me   ;)). My SD2SNES is a original H Rev From Krikzz...
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 15, 2018, 04:03 PM
What was your problem? Help you how?
It is important that all the bug reports actually get to Redguy so he may fix the root cause of these bugs.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 15, 2018, 04:09 PM
Thanks.
Oli it will be more useful if you post reports on Discord on the sd2snes-discussion channel addressing to "@Redguy" so he may see them.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 15, 2018, 05:27 PM
I was having issue on Star Fox2 (before phalanx67 helps me   ;)). My SD2SNES is a original H Rev From Krikzz...

yes for you the fix work ^^  happy that it worked for you Oli :)
please post this fix heven here in the forum and not only on discord......i still have always crashes with v5 and nobody care of my post. v3 works fine v5 crashes
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 15, 2018, 05:51 PM
Version 5 is working perfectly for me on Yoshi's Island and Star Fox, but I'll keep testing. Using SuperNT on version 4.5.
Title: Re: gsu (superfx) support [work in progress]
Post by: EchopleX420247 on April 15, 2018, 06:21 PM
Ok, so here is some more info to help.  The sd2snes I, using is rev. H and I’ve had no issue running any Super FX game.  I tried Dirt Trax FX last night and that also worked with no problem. 
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 15, 2018, 06:22 PM
the fix have worked fine to me. v05 sd2snes rev H modded on snes jr.
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on April 15, 2018, 06:39 PM
the fix have worked fine to me. v05 sd2snes rev H modded on snes jr.


Cool ! Another one, we are in the right way !
Title: Re: gsu (superfx) support [work in progress]
Post by: Prock78 on April 15, 2018, 07:16 PM
Tried this latest fix but it changed nothing for me.
I was not able to play any Super FX games at all, tried V02, V03, V04, V05 and V05+fix, most of times it freezes during the intro screens, and in best cases it freezes at title screen or right after... :-(
I have a modded PAL SNES with Super CIC, and a S2DSNES rev. F
On Discord they say the problem could come from the crystal oscillator stability in the cartridge. :'(
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 15, 2018, 08:10 PM
Tried this latest fix but it changed nothing for me.
I was not able to play any Super FX games at all, tried V02, V03, V04, V05 and V05+fix, most of times it freezes during the intro screens, and in best cases it freezes at title screen or right after... :-(
I have a modded PAL SNES with Super CIC, and a S2DSNES rev. F
On Discord they say the problem could come from the crystal oscillator stability in the cartridge. :'(
wait other versions and if the problem continue you have to send the cart back for checking

set your snes to ntsc and use ntsc roms first
Title: Re: gsu (superfx) support [work in progress]
Post by: ka55 on April 15, 2018, 10:08 PM
RedGuy - Hoje às 16:05
https://github.com/RedGuyyyy/sd2snes/releases/download/gsu_v06/sd2snes_gsu_v06.zip

Changed synchronization of ron/ran to be aligned with cycle end.
Added gsu menu speed option.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 15, 2018, 10:24 PM
There is a "GSU Speed Normal/Fast" now.
On Fast setting games (Star Fox, YI) run faster than the real GSU-02...
Amazing achievement!
Title: Re: gsu (superfx) support [work in progress]
Post by: ThiagoRibeiro on April 15, 2018, 10:27 PM


fix : http://dl.free.fr/hIsdWOlGM (http://dl.free.fr/hIsdWOlGM)

MY GOD!!! This fix puts all games working perfectly here.  ;D ;D ;D

EDIT: the v06 keeps crashing all GSU games to me, in both modes (fast and normal).
By now, I'll keep the v5 + fix.

EDIT 2: the v5 + fix crashes after some good minutes of gameplay in Stunt Race FX. After this crash, the other games starts crashing too  :'(
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 15, 2018, 10:39 PM
The fix was included in v06.
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on April 15, 2018, 10:44 PM
V6 ==> Tested  8) ==> Approved  ;D   ==> No bugs à the moment, and adjusting GSU speed is fun...
Title: Re: gsu (superfx) support [work in progress]
Post by: Deltax5 on April 15, 2018, 10:59 PM
GOing to try 06. whats the change log? it's not in the readme. Do I still need to do the fix i didn't do it before.
Title: Re: gsu (superfx) support [work in progress]
Post by: Prock78 on April 15, 2018, 11:17 PM
Tried this latest fix but it changed nothing for me.
I was not able to play any Super FX games at all, tried V02, V03, V04, V05 and V05+fix, most of times it freezes during the intro screens, and in best cases it freezes at title screen or right after... :-(
I have a modded PAL SNES with Super CIC, and a S2DSNES rev. F
On Discord they say the problem could come from the crystal oscillator stability in the cartridge. :'(
wait other versions and if the problem continue you have to send the cart back for checking

set your snes to ntsc and use ntsc roms first

I tried with US roms in 60Hz mode, yes.
I've been having my SD2SNES for around 2 years now, more or less, and I've never had problems with it, it runs all the compatible games as far as I know, and even MSU-1 enhanced games flawlessly. It just doesn't run Super FX games, I'm not sure I could send the card back to the seller for that reason, and after that time...  :-\
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 15, 2018, 11:50 PM
Thanks for the great update, Redguy. Can your menu.bin be replaced with a customized menu, or is it required?
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 15, 2018, 11:59 PM
Yes a custom menu should work, but it needs to be based off the new menu.bin code if you want access to the normal/fast option for the gsu.  I have never created a customized menu file before.  If it's just hex editing/pasting in new stuff to an existing file then it should work.

Someone pointed out the menu option isn't saving and I noticed a firmware bug when reading the config file.  I'll fix that in the next version.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 16, 2018, 12:49 AM
I can confirm that using the dotsarecool tool to customize the menu does NOT work currently. It results in garbage at the top. Despite that and the config loading issue, wow, what an update! Star Fox feels almost right now in Normal mode, and in Fast mode, it is pretty crazy.

I think I will do a test capture in a few minutes comparing the cart and the SD2SNES side-by-side to investigate further, but I will note that in normal mode, there is still a wee bit of excessive delay between the second and third ship boosting off at the beginning of level one. It seems better than past revisions though. So I think Normal speed is still slow, but getting closer to where it should be!
Title: Re: gsu (superfx) support [work in progress]
Post by: claudiosperes on April 16, 2018, 12:56 AM
Great job Redguy !! the fast was excellent in the Doom, better than the original game !!, but in the star fox is faster than the original, a humble suggestion, could put beyond the normal speed and speed, an intermediary? I think that starfox would be ideal!, again, congratulations!  :D :D :D :D
Title: Re: gsu (superfx) support [work in progress]
Post by: claudiosperes on April 16, 2018, 12:57 AM
Great job Redguy !! the fast was excellent in the Doom, better than the original game !!, but in the star fox is faster than the original, a humble suggestion, could put beyond the normal speed and speed, an intermediary? I think that starfox would be ideal!, again, congratulations!
Title: Re: gsu (superfx) support [work in progress]
Post by: nensondubois on April 16, 2018, 12:58 AM
I can confirm that using the dotsarecool trick to customize the menu does NOT work currently. It results in garbage at the top. Despite that and the config loading issue, wow, what an update! Star Fox feels almost right now in Normal mode, and in Fast mode, it is pretty crazy.

I think I will do a test capture in a few minutes comparing the cart and the SD2SNES side-by-side to investigate further, but I will note that in normal mode, there is still a wee bit of excessive delay between the second and third ship boosting off at the beginning of level one. It seems better than past revisions though. So I think Normal speed is still slow, but getting closer to where it should be!

I've noticed the delay as well as the game not slowing down where it is "supposed" to on a normal cartridge, but for this reason I think normal setting should be called "Close to Normal" instead (not seriously). I also played Doom in fast mode and the game froze on level two upon collecting an item at the stairs where you can see the courtyard outside. Really amazing work redguyy.  :)

I also recorded a video of Star Fox running in Fast mode as of v.06 implementation.
https://youtu.be/USMigYCh-cg
Title: Re: gsu (superfx) support [work in progress]
Post by: claudiosperes on April 16, 2018, 12:58 AM
Great job Redguy !! the fast was excellent in the Doom, better than the original game !!, but in the star fox is faster than the original, a humble suggestion, could put beyond the normal speed and speed, an intermediary? I think that starfox would be ideal!, again, congratulations!
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 16, 2018, 01:32 AM
Yes a custom menu should work, but it needs to be based off the new menu.bin code if you want access to the normal/fast option for the gsu.  I have never created a customized menu file before.  If it's just hex editing/pasting in new stuff to an existing file then it should work.

Someone pointed out the menu option isn't saving and I noticed a firmware bug when reading the config file.  I'll fix that in the next version.
based on this post, there's a guide here on how to make a theme based on redguy bin? i want my custom menu back  :( thanks
Title: Re: gsu (superfx) support [work in progress]
Post by: Monkey on April 16, 2018, 01:46 AM
Stunt Race FX US version.  Ran fine for 10 mins or so the after I retried the level a few times on the 5th retry I got this interesting error.

PAL SNES with super crc installed.  SFX chip speed normal all hooks set to off.

Title: Re: gsu (superfx) support [work in progress]
Post by: DEZn00ts on April 16, 2018, 02:21 AM
Can someone explain to me what USB to SNES is?
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 16, 2018, 02:46 AM
Can someone explain to me what USB to SNES is?
It lets you access the SD card through the USB port on the SD2SNES.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 16, 2018, 03:13 AM
Check the first post for v07:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed ram timing for more ram chips with worse timing by adding additional fpga clock.
Fixed menu config save bug with gsu speed option.

If you've had problems with it not running at all give this version a try.  I will take a look at the menu editor thing.  It probably moved something in memory that the editor was modifying.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 16, 2018, 03:40 AM
I made a video comparison.
https://www.youtube.com/watch?v=fmhY5sZyOTM (https://www.youtube.com/watch?v=fmhY5sZyOTM)
I also did another comparison (no shown) to the earlier Brazilian comparison by syncing it up at the same point he did, then checking on the frame when a certain ship goes offscreen (about 46 seconds in for the real cart). His video had about 8.4 seconds difference between the real cart and the SD2SNES at that point, while mine had about 3.5 seconds difference with v.06.

Anyway, this video may already be obsolete given v.07 above, but it does seem to show an improvement.
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: brianvgplayer on April 16, 2018, 05:55 AM
The people that have problems. Is a original sd2snes from krizz or is a alliexpress chinese sd2snes?.

Maybe can be the problem, chinese quality.

Mine is an original, rev. H, bought from Stone Age Gamer. I haven't had a chance to try the fix or later revs yet.
Title: Re: gsu (superfx) support [work in progress]
Post by: ThiagoRibeiro on April 16, 2018, 06:52 AM
Check the first post for v07:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed ram timing for more ram chips with worse timing by adding additional fpga clock.
Fixed menu config save bug with gsu speed option.

If you've had problems with it not running at all give this version a try.  I will take a look at the menu editor thing.  It probably moved something in memory that the editor was modifying.

I think you solved the puzzle, man. Everything is running perfectly, including star fox 2... It wasn't running properly here until now. All games are working correctly even in fast mode (btw, what a lovely feature).

Redguy, thank you so much for this.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 16, 2018, 06:54 AM
Check the first post for v07:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed ram timing for more ram chips with worse timing by adding additional fpga clock.
Fixed menu config save bug with gsu speed option.

If you've had problems with it not running at all give this version a try.  I will take a look at the menu editor thing.  It probably moved something in memory that the editor was modifying.

Thanks for the hard work  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: brianvgplayer on April 16, 2018, 07:25 AM
All games, including Stunt Race FX, are working properly for me with v7 in normal mode, but I haven't tried fast mode yet.
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on April 16, 2018, 08:10 AM
Thanks for this, again, awesome work!

Anyone able to do a real test with a real cart and normal mode to check for speed? How close is it to actually have a 100% FPGA chip emulation with no slow down?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 16, 2018, 08:44 AM
It's very close.
RedGuy is working on it;
Quote
TODO: decide if we should increase the clock rate in DCM to try and match the original cart rather than try to match number of clocks.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 16, 2018, 09:35 AM
Thanks for this, again, awesome work!

Anyone able to do a real test with a real cart and normal mode to check for speed? How close is it to actually have a 100% FPGA chip emulation with no slow down?
I did a test with a real cart and normal mode. This is on a Super Nt in Zero Delay mode, so it is running about one frame every ten seconds slower than a real SNES, but that should not be noticeable. Also, my SD2SNES is Rev. F.
https://www.youtube.com/watch?v=rJ60_7HGtSE (https://www.youtube.com/watch?v=rJ60_7HGtSE)
I'm not sure anymore that normal mode really is faster than v.05 and before. Maybe it's my imagination or mostly my imagination.
Title: Re: gsu (superfx) support [work in progress]
Post by: AcidRain on April 16, 2018, 11:44 AM
Doom crashed on the first level after picking up ammo towards the end of the stage. GSUv7 fast speed on the Super NT
Title: Re: gsu (superfx) support [work in progress]
Post by: jonnnlad on April 16, 2018, 11:45 AM
I cant keep up with all the updates!

Thanks Redguy!
Title: Re: gsu (superfx) support [work in progress]
Post by: multimod on April 16, 2018, 01:03 PM
V7 and the ram timing is the solution for older hardware revisions of the sd2snes.
Rev e1 works fine with v7.

thx for the great work!
Title: Re: gsu (superfx) support [work in progress]
Post by: Prock78 on April 16, 2018, 02:05 PM
Check the first post for v07:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed ram timing for more ram chips with worse timing by adding additional fpga clock.
Fixed menu config save bug with gsu speed option.

If you've had problems with it not running at all give this version a try.  I will take a look at the menu editor thing.  It probably moved something in memory that the editor was modifying.

Wow!! This new v07 works really fine for me! None of the previous ones worked but this one works really great, it is awesome! Thanks a lot Redguy, you are truly amazing!!  :D
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on April 16, 2018, 03:56 PM
V7 and the ram timing is the solution for older hardware revisions of the sd2snes.
Rev e1 works fine with v7.

thx for the great work!

This has nothing to do with the hardware revs at all. I have a Rev E, too and never had problems. It's a RAM problem and which was used by your vendor.
Title: Re: gsu (superfx) support [work in progress]
Post by: MockyLock on April 16, 2018, 04:11 PM
V7 and the ram timing is the solution for older hardware revisions of the sd2snes.
Rev e1 works fine with v7.

thx for the great work!

This has nothing to do with the hardware revs at all. I have a Rev E, too and never had problems. It's a RAM problem and which was used by your vendor.

'llo !
you mean it's related to the RAM chip itself ?
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 16, 2018, 04:15 PM
Yes a custom menu should work, but it needs to be based off the new menu.bin code if you want access to the normal/fast option for the gsu.  I have never created a customized menu file before.  If it's just hex editing/pasting in new stuff to an existing file then it should work.

Someone pointed out the menu option isn't saving and I noticed a firmware bug when reading the config file.  I'll fix that in the next version.
based on this post, there's a guide here on how to make a theme based on redguy bin? i want my custom menu back  :( thanks

up
Title: Re: gsu (superfx) support [work in progress]
Post by: nihlathak on April 16, 2018, 04:35 PM
Wow, just wow. The SD2SNES was my first introduction to this forum and the people behind it. I would have never expected that SFX would have been possible on the SD2SNES, and redguy just fixes it like that. I want to thank you for your hard work and support for this magnificent piece of hardware. You just made my day, and I'm sure a lot of other people have had the same feeling reading through your achievements.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 16, 2018, 04:48 PM
Thanks for this, again, awesome work!

Anyone able to do a real test with a real cart and normal mode to check for speed? How close is it to actually have a 100% FPGA chip emulation with no slow down?
I did a test with a real cart and normal mode. This is on a Super Nt in Zero Delay mode, so it is running about one frame every ten seconds slower than a real SNES, but that should not be noticeable. Also, my SD2SNES is Rev. F.
https://www.youtube.com/watch?v=rJ60_7HGtSE (https://www.youtube.com/watch?v=rJ60_7HGtSE)
I'm not sure anymore that normal mode really is faster than v.05 and before. Maybe it's my imagination or mostly my imagination.

its a bit more fast in normal mode in v07 than the v05 , look good the video , its not a imagination , but a bit more fast in v07 in normal mode , But could be slightly faster in normal mode , but in the fast mode its very fast :)  , thank you very much redguy :)
I boosted one extra time on v07 in the video though, plus I took longer to kill one enemy on v05, and that's when v07 started to look faster. Note that boosting and strategic kills make up the bulk of Star Fox speedrun strats, so I'm sort of thinking the time difference (only ~3 seconds, btw) is a fluke.

Title: Re: gsu (superfx) support [work in progress]
Post by: megari on April 16, 2018, 07:05 PM
Redguy, I noticed your v06 and v07 tags point to the same commit. Just in case you didn't notice it yourself yet.

Thank you for your hard work!

As for the memory timing issue, I really feel bad that I didn't connect the dots between some calculations I made earlier and the problems people were having. 24 MHz times 25/7 means a 70 ns PSRAM access is exactly 6 cycles, so should theoretically have been fine, but this must have been a bit too tight for some PSRAM chips. I was wondering about this at one point earlier, but then forgot about it as it seemed to work fine for me.
Title: Re: gsu (superfx) support [work in progress]
Post by: mario64 on April 16, 2018, 08:00 PM
Just wanted to say thanks again to Redguy. This latest release is working great so far and the Fast speed option is so nice to have   :D
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on April 16, 2018, 08:37 PM
'llo !
you mean it's related to the RAM chip itself ?

Yes, thats what I mean ^^
Title: Re: gsu (superfx) support [work in progress]
Post by: EchopleX420247 on April 16, 2018, 09:26 PM
Looking forward to trying version 7.  I’ll report tonight after work.
Title: Re: gsu (superfx) support [work in progress]
Post by: MockyLock on April 16, 2018, 09:31 PM
'llo !
you mean it's related to the RAM chip itself ?

Yes, thats what I mean ^^

So one should start a chip list with bug report.

EDIT : post 666 !
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 16, 2018, 10:26 PM
Thx redguy for the amazing updates man.
Works absolutely sweet here.
Title: Re: gsu (superfx) support [work in progress]
Post by: sonicjhn on April 17, 2018, 12:23 AM
This new "GSU Speed" feature did a HUGE favor to Stunt Race FX and it's "smooth" 2 fps framerate.  ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on April 17, 2018, 01:33 AM
I'm not too familiar with how the SD2SNES works, but is it possible to reclock the FPGA core to the appropriate 10 or 20MHz instead of using waitstates? Waitstates are more useful as an approximation of the original clock speed, but not for exact clocks, especially if it is not an integer scale.
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on April 17, 2018, 02:22 AM
As far as I can see the core is already running at 21.429MHz which is as close an approximation as you will get with the FPGA's PLL. The FPGA gets a 24MHz clock from the MCU which is multiplied by 25/7 in fpga_gsu.bit, resulting in an FPGA clock of 85.714MHz which is in turn divided by 4 using a clock enable signal for the GSU core.

Alternatively you could choose to run from the SNES master clock which could get you intro trouble on PAL consoles because they only run at 21.28MHz instead of 21.477. And the clock signal is super jittery on PAL consoles. After all, even Nintendo soon chose to go with a dedicated on-board oscillator instead of relying on the SNES clock.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 17, 2018, 02:40 AM
As far as I can see the core is already running at 21.429MHz which is as close an approximation as you will get with the FPGA's PLL. The FPGA gets a 24MHz clock from the MCU which is multiplied by 25/7 in fpga_gsu.bit, resulting in an FPGA clock of 85.714MHz which is in turn divided by 4 using a clock enable signal for the GSU core.

Alternatively you could choose to run from the SNES master clock which could get you intro trouble on PAL consoles because they only run at 21.28MHz instead of 21.477. And the clock signal is super jittery on PAL consoles. After all, even Nintendo soon chose to go with a dedicated on-board oscillator instead of relying on the SNES clock.
So why is Star Fox running slower than it should on Normal mode (seems about 5-6% slower than it should be running based on my videos)?
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 17, 2018, 03:50 AM
The other component of runtime is cycle count.  So:

runTime [seconds] = cycleCount / frequency (in appropriate units)

The frequency is pretty close, but my current approximation of the pipeline is not accurate so that the cycle count is higher in some cases and lower in others.  Cycles can be broken down into:

cycleCount = instructionCount * average CPI  (where CPI = cycles per instruction)

The instructionCount is likely the same unless the game changes behavior based on small differences in runTime.  So the problem is the number of cycles it takes to process instructions is different.  Let's call the sd2snes implementation of the gsu the gsu-r.  The gsu-r is used to approximate a gsu-1 and gsu-2 by programming some number of cycles to fetch and execute an instruction.  Most of the instructions are very simple when it comes to performance and take either 1 clock (gsu-2 cache hit), 2 clocks (gsu-1 cache hit), or memory clocks of latency (cache miss) @ 21.4 MHz.  Multiplies take several clocks, but look to be a fixed amount for each type.  Then there is the memory system with multiple caches, a prefetcher, and store/write buffering all of which operate, to some degree, in parallel with the execution.  This is where the number of cycles gets tricky to match.

Making it faster is easy.  But getting it to match is hard.  A better approximation is still on the todo list.

---

I briefly looked at the menu and can see that some stuff the editor probably relies on got shifted to higher addresses.  One fix would be to revert back to the old menu and use the cx4 speed option to control both the cx4 and gsu.  Another option is updating the menu editor or shifting around where stuff gets compiled into the binary.  I'm not looking to spend a lot of time on this so I may just hijack the cx4 speed option temporarily.

---

For those who are worried about their memory chips - don't be.  The latency I added to read the ram should be hidden and not affect performance.  Also, it could still be a bug in my code that is causing the timing problem.  I don't have much visibility in that part of the sd2snes and just guessed at what the problem was.  The resellers and board designers don't have control over this kind of stuff as long as they use the correct part number.  It's differences in the manufacturing of the Micron chip itself and not the sd2snes.
Title: Re: gsu (superfx) support [work in progress]
Post by: jse on April 17, 2018, 05:52 AM
I've discovered a weird issue.

https://i.imgur.com/2TKjnFT.jpg Super Famicom With SuperCIC has graphical glitching in SMW2: Yoshi's Island
https://i.imgur.com/OGoHuQE.jpg Super Famicom With no mod plays SMW2: Yoshi's island perfectly.

Not sure whats causing it, both systems are using same cables and SD2SNES, im gonna open up the unmodded Super Famicom
maybe it is a different board revison. other than that I'm out of ideas. Any one else have issues with SuperCIC modded systems?

Edit:

Ok so after opening both systems I can confirm they are diffrent board revisions
https://i.imgur.com/7nm0yxI.jpg ©1992 Nintendo SNS-CPU-GPM-01
https://i.imgur.com/FPOtdZG.jpg ©1994 Nintendo SNS-CPU-RGB-01

I am going to install a SuperCIC and uIGR in the 1994 model to make sure it's the board
revision and not the SuperCIC that causes issues, will let you all know how it goes in a bit.
Title: Re: gsu (superfx) support [work in progress]
Post by: GreenXarrow on April 17, 2018, 07:07 AM
Wow, just keeps getting better! went from v03 - v07 on SNES mini with Fast Mode - AMAZING!
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on April 17, 2018, 11:35 AM
I briefly looked at the menu and can see that some stuff the editor probably relies on got shifted to higher addresses.  One fix would be to revert back to the old menu and use the cx4 speed option to control both the cx4 and gsu.  Another option is updating the menu editor or shifting around where stuff gets compiled into the binary.  I'm not looking to spend a lot of time on this so I may just hijack the cx4 speed option temporarily.

In case dotsarecool wants to adapt his editor, here are the locations of the relevant assets for v0.1.7e-gsu-v07: https://docs.google.com/spreadsheets/d/1ljoD-suzTlEfXzhR3gnzEeHQfPVFrVdpMRm6E_cvZNA/edit?usp=sharing

I also sent him a tweet about it.
Title: Re: gsu (superfx) support [work in progress]
Post by: omonim2007 on April 17, 2018, 04:48 PM
I have unmodified PAL SNES.
In v5 firmware there are no errors at all. Everything works fine (no glitches or other problem).

I've tested all ROMs of all Super FX games (PAL, NTSC-J, NTS-U).
Title: Re: gsu (superfx) support [work in progress]
Post by: yavimaya on April 17, 2018, 06:06 PM
Nice update that v07 ! :D
I had lot of problems with previous releases on JAP SNES on SD2SNES rev E2.
Now every game runs ok on that JAP console, good job!.
Still having issues with pal snes.
Title: Re: gsu (superfx) support [work in progress]
Post by: tyser on April 17, 2018, 06:10 PM
I briefly looked at the menu and can see that some stuff the editor probably relies on got shifted to higher addresses.  One fix would be to revert back to the old menu and use the cx4 speed option to control both the cx4 and gsu.  Another option is updating the menu editor or shifting around where stuff gets compiled into the binary.  I'm not looking to spend a lot of time on this so I may just hijack the cx4 speed option temporarily.

In case dotsarecool wants to adapt his editor, here are the locations of the relevant assets for v0.1.7e-gsu-v07: https://docs.google.com/spreadsheets/d/1ljoD-suzTlEfXzhR3gnzEeHQfPVFrVdpMRm6E_cvZNA/edit?usp=sharing

I also sent him a tweet about it.
looks like the message was received
Quote
Dots @Dotsarecool
1h1 hour ago

sd2snes menu customizer has been updated to support the most recent gsu build! http://www.dotsarecool.com/sd2snesimg/
it should auto detect the version of your menu.bin, it still supports the non-gsu version as well.

just tested it myself and custom menus are now working with gsu-v07
Title: Re: gsu (superfx) support [work in progress]
Post by: DJBabyBuster on April 17, 2018, 07:22 PM
Running latest v7 on revision F cart, on Super NT and all super fx are functioning 100%.  In prior versions, especially <v5 I had much more frequent instances of roms not loading the first time, and I'd have to reset a couple times to get a successful load.  Have yet to have any error with v7, roms load every time. Aside from improving normal clock accuracy, seems close to a final version.

The GSU fast speed option is quite remarkable.  Star fox zooms like a new expert mode, and Doom is now actually playable without the awful input lag that the actual cart exhibits.     

Thank you Redguy, the functionality you've added to the sd2snes in such a short time is quite an accomplishment!
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 17, 2018, 08:33 PM
Amazing that dotsarecool did that so quickly.

Also, I agree with a lot of you about Doom. It's an improvement over the real cart on fast mode. Unfortunately, I've played Star Fox so much, and for so long (25 years!) that anything too far above or below the actual timing feels inferior to me (even though I admit that it's a cool novelty to see things move faster).

I have never played Yoshi's Island to completion, and am curious what's different between the two speeds and the real cart. Is there a certain level that might be best suited to testing the differences? I'd maybe be willing to play through to that point just to see, and I have a flash programmer with which I SHOULD be able to copy a save to/from my real cart. (I hear a lot about "Touch Fuzzy, Get Dizzy", but dunno if that's the best GSU-2 showcase or not.)
Title: Re: gsu (superfx) support [work in progress]
Post by: brianvgplayer on April 17, 2018, 08:41 PM
I've discovered a weird issue.

https://i.imgur.com/2TKjnFT.jpg Super Famicom With SuperCIC has graphical glitching in SMW2: Yoshi's Island
https://i.imgur.com/OGoHuQE.jpg Super Famicom With no mod plays SMW2: Yoshi's island perfectly.

Not sure whats causing it, both systems are using same cables and SD2SNES, im gonna open up the unmodded Super Famicom
maybe it is a different board revison. other than that I'm out of ideas. Any one else have issues with SuperCIC modded systems?

Edit:

Ok so after opening both systems I can confirm they are diffrent board revisions
https://i.imgur.com/7nm0yxI.jpg ©1992 Nintendo SNS-CPU-GPM-01
https://i.imgur.com/FPOtdZG.jpg ©1994 Nintendo SNS-CPU-RGB-01

I am going to install a SuperCIC and uIGR in the 1994 model to make sure it's the board
revision and not the SuperCIC that causes issues, will let you all know how it goes in a bit.

Did you make sure SuperCIC is off on the SD2SNES itself? Maybe it would be better to try the SuperCIC on the SD2SNES before installing it onto another system?
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 17, 2018, 09:13 PM
Fast mode SFX is amazing!  It might be a tad too fast IMO, but holy crud Doom, Stunt Race, even that miserable Power Slide are actually playable now!
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 17, 2018, 11:10 PM
I briefly looked at the menu and can see that some stuff the editor probably relies on got shifted to higher addresses.  One fix would be to revert back to the old menu and use the cx4 speed option to control both the cx4 and gsu.  Another option is updating the menu editor or shifting around where stuff gets compiled into the binary.  I'm not looking to spend a lot of time on this so I may just hijack the cx4 speed option temporarily.

In case dotsarecool wants to adapt his editor, here are the locations of the relevant assets for v0.1.7e-gsu-v07: https://docs.google.com/spreadsheets/d/1ljoD-suzTlEfXzhR3gnzEeHQfPVFrVdpMRm6E_cvZNA/edit?usp=sharing

I also sent him a tweet about it.
i sent him a tweet yesterday too :) ikari please check my pm here?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 17, 2018, 11:15 PM
You've missed tyser post.
The menu editor already supports gsu v07.
Title: Re: gsu (superfx) support [work in progress]
Post by: AcidRain on April 18, 2018, 12:37 AM
Am I the only one still getting scrambled graphics in the menu editor?  :-\ What am i doing wrong? I uploaded the new menu bin from gsu v07 in the editor and the preview shows up good but when i actually download it, the graphics are all screwed.

Edit: I figured out what i was doing wrong. It would come out with graphical glitches when i would put the menu bin in my sd2snes folder first, then try to edit it. But when i edit the menu bin first, then put it in my folder it worked fine.  :D
Title: Re: gsu (superfx) support [work in progress]
Post by: Arjak on April 18, 2018, 12:43 AM
I installed version 7 and gave Stunt Race FX and StarFox 2 a good play, and I didn't experience any problems, strange behavior, or glitches on my end. Thank you so much, Redguy! You are truly doing the God of Gaming's work!
Title: Re: gsu (superfx) support [work in progress]
Post by: AcidRain on April 18, 2018, 12:49 PM
A few pages back I reported that Doom would freeze on the first level using the gsu v07  firmware on the Super NT. It seemed like I was the only one with this problem so I just went back to the gsu v05 since thats the one that has been treating me the best. Well with the new update to the custom theme tool I thought I would give v07 another try. The problem was still there with the freezing so I decided to try a few different things. First I tried out the sd2snes on my actual ntsc Super Nintendo and Doom worked flawlessly! So then I was like it has to do with something on the Super NTs part. I messed around with some of the system settings and I think I figured it out. Under Hardware theres an option called Launch System Timing with a box you can check. So I checked the box and Doom seems to work without any problems. If any of you have a Super NT could you try out Doom with and without the Launch System Timing and tell me what results you get. Make sure you dont just rush thru the stage, take your time and try to collect all items. I used Doom (USA) from the Smokemonster pack.
Title: Re: gsu (superfx) support [work in progress]
Post by: EverDriver on April 18, 2018, 01:06 PM
I guess it does make to be careful with the Super NT (and other non-standard consoles) at this point because it may have its own flaws which may introduce additional complexity (which can be avoided at this point).
After the standard consoles (as reference devices) work well then it does make sense to adapt the code for non-standard consoles.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 18, 2018, 01:43 PM
Heh, that statement might angry some people here, but completely true.  :D
Although parallel testing on all consoles is also not bad, I'm sure RedGuy keeps track.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 18, 2018, 02:19 PM
I guess it does make to be careful with the Super NT (and other non-standard consoles) at this point because it may have its own flaws which may introduce additional complexity (which can be avoided at this point).
After the standard consoles (as reference devices) work well then it does make sense to adapt the code for non-standard consoles.
I agree. In my Fat SNES NTSC all betas versions are always running as expected by redguy (readme).

V07 is almost perfect! I've tested all games, including Power Slide and Voxel.

I believe that Super NT, SNES PAL and SuperCIC are some of the "problems" that will be solved soon.


Edit:
Super Metroid V07 (I adapted from Smokemonster's set)
https://mega.nz/#!VV9B2BLS!1jI5Tmp7EljEW0EPj1dJDXv-FCH18AjAYA8M22gfxbc

(https://i.imgur.com/Rc0EhIr.png)
Title: Re: gsu (superfx) support [work in progress]
Post by: AcidRain on April 18, 2018, 03:20 PM
Ok I reset the Super Nt to factory settings with the latest firmware and everything seems to be running correctly, with or without the box checked for Launch System Timing. So now I really dont know what was causing the crash lol  Im just glad everything is working. Thanks Redguy for your hard work.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 18, 2018, 04:32 PM
I guess it does make to be careful with the Super NT (and other non-standard consoles) at this point because it may have its own flaws which may introduce additional complexity (which can be avoided at this point).
After the standard consoles (as reference devices) work well then it does make sense to adapt the code for non-standard consoles.

I've been testing the Super NT on firmware version 4.5, with the GSU firmware, and I've tested Star Fox 2, Star Fox, and Yoshi's Island, all NTSC ROMs.

All of them play with absolute perfection, but I haven't used version 7 yet, but version 5, as 5 has been super stable, never encountered a single crash or otherwise system error when running on an SD2SNES. I will test version 7 later, but AFAIK, it's amazing.
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on April 18, 2018, 06:18 PM
I guess it does make to be careful with the Super NT (and other non-standard consoles) at this point because it may have its own flaws which may introduce additional complexity (which can be avoided at this point).
After the standard consoles (as reference devices) work well then it does make sense to adapt the code for non-standard consoles.

I've been testing the Super NT on firmware version 4.5, with the GSU firmware, and I've tested Star Fox 2, Star Fox, and Yoshi's Island, all NTSC ROMs.

All of them play with absolute perfection, but I haven't used version 7 yet, but version 5, as 5 has been super stable, never encountered a single crash or otherwise system error when running on an SD2SNES. I will test version 7 later, but AFAIK, it's amazing.


For me V7 with JB6.6 Firmware on Super NT everything is working perfectly ! When in-game buttons be back (if it's possible) it will be perfect for me !!!  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 18, 2018, 06:42 PM
Also on the Super Nt with JB6.6 (CopySNES ftw!), and also haven't had any crashes since around v02.
Title: Re: gsu (superfx) support [work in progress]
Post by: invaderyoyo on April 18, 2018, 07:48 PM
I've been using a Rev F SD2SNES on a SNES Jr. and a Super NT on 4.5. I haven't had any issues other than having to power cycle and messed up graphics in Doom with early versions.
Title: Re: gsu (superfx) support [work in progress]
Post by: AcidRain on April 18, 2018, 09:42 PM

For me V7 with JB6.6 Firmware on Super NT everything is working perfectly ! When in-game buttons be back (if it's possible) it will be perfect for me !!!  8)

Thats the setup I ended up with this morning and like you said "everything is working perfectly !"  ::)
Title: Re: gsu (superfx) support [work in progress]
Post by: brianvgplayer on April 18, 2018, 11:25 PM
I guess it does make to be careful with the Super NT (and other non-standard consoles) at this point because it may have its own flaws which may introduce additional complexity (which can be avoided at this point).
After the standard consoles (as reference devices) work well then it does make sense to adapt the code for non-standard consoles.
I agree. In my Fat SNES NTSC all betas versions are always running as expected by redguy (readme).

I had the same issues with v3-v5 (before the fix) on my early model SNES, so my issues had nothing to do with the Super NT. I get that the Super NT may have hardware differences due to being a FPGA, but some people had issues on official SNES hardware.

I tested v7 on my SNES and it's working great there, as well as on the Super NT.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 19, 2018, 05:41 AM
The update is up, but I think it should be v08, no?
https://github.com/RedGuyyyy/sd2snes/releases/tag/gsu_v07

Fixed ram timing by adding additional fpga clock.
Fixed menu config save bug with gsu speed option.
Title: Re: gsu (superfx) support [work in progress]
Post by: brianvgplayer on April 19, 2018, 05:49 AM
The update is up, but I think it should be v08, no?
https://github.com/RedGuyyyy/sd2snes/releases/tag/gsu_v07

Fixed ram timing by adding additional fpga clock.
Fixed menu config save bug with gsu speed option.

odd, page says updated under half an hour ago, but files are the same as previous release.
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on April 19, 2018, 06:15 AM
What is Version 8 suppose to have?
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 19, 2018, 06:26 AM
I just fixed a bug with the v07 github page.  v07 is still the latest and it's unchanged.
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on April 19, 2018, 06:52 PM
I installed the 07 release, and my menu has reverted back to the graffiti one? I had a custom theme until v07. What happened to the theme? Do I need to revert back on v06 to get it back? I can't stand the graffiti one.
Title: Re: gsu (superfx) support [work in progress]
Post by: CZroe on April 19, 2018, 06:57 PM
And if gsu is fully implemented and bug free-accurate,let him take a moment for himself.
Don't push him for sa-1,if he wants to do it,he will doing it like gsu.

I totally get the excitement for future SA-1 support in the future.


mee to :) but lets finish 100% the super fx  for accurate :)
LOL! You realize that you guys are asking for- nay, EXPECTING, something redguy never said was possible, right? If anyone is “pushing,” it’s you guys. :)

The people that have problems. Is a original sd2snes from krizz or is a alliexpress chinese sd2snes?.

Maybe can be the problem, chinese quality.
As an “open” project, any SD2SNES is technically “original.”

...not that the origin doesn’t matter. It might.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 19, 2018, 07:07 PM
I installed the 07 release, and my menu has reverted back to the graffiti one? I had a custom theme until v07. What happened to the theme? Do I need to revert back on v06 to get it back? I can't stand the graffiti one.

Menu customizer has been updated to support the most recent gsu build! http://www.dotsarecool.com/sd2snesimg/
it should auto detect the version of your menu.bin, it still supports the non-gsu version as well.
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on April 19, 2018, 08:28 PM
As an “open” project, any SD2SNES is technically “original.”

...not that the origin doesn’t matter. It might.

It's the quality of the parts that make the difference. Chinese clones use cheaper, less reliable counterparts to the ones used by Krikzz. That's why the price is cheaper, as well.
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on April 19, 2018, 08:45 PM
It's the quality of the parts that make the difference. Chinese clones use cheaper, less reliable counterparts to the ones used by Krikzz. That's why the price is cheaper, as well.
Hmm do you have any comparisons? My chinese board has all the same components down to the surface mount resistors and pass all of the system checks. maybe I just got lucky.
Title: Re: gsu (superfx) support [work in progress]
Post by: Jdurg on April 19, 2018, 09:15 PM
The issue with the Chinese knock-offs is that while the component on the PCB might SAY it is a certain value or rating, or even manufacturer, they very rarely are.  The sellers are able to sell the boards cheaply because instead of the higher quality, QC'd and validated parts from a reputable manufacturer that cost more money, they use counterfeit parts or parts from lower quality manufacturers.  Those parts are super cheap.

The differences can also be in the way the part functions.  The system checks will generally check to make sure the part is functioning at all, but won't check to see how they are functioning.  If program code is expecting something at Time X, but the cheap Chinese knock-off part is slower and provides it at Time Y, it can cause an error or bug that a higher quality component made board would not.

It's these types of errors which can be infuriating to those developing on a system, and also why there is no support for those knock-offs on these boards.  The guys working on these things don't want to spend their time trying to fix bugs which only exist on the counterfeit boards.
Title: Re: gsu (superfx) support [work in progress]
Post by: marvelus10 on April 19, 2018, 10:46 PM
I had a discussion with my local electronics dealer, he explained that these cheap parts used on discounted or what we are calling counterfeit items and what we can order from China with free shipping for pennies are usually factory seconds, they may very well be made right next to the same parts that we pay regular price for.
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on April 19, 2018, 10:58 PM
I had a discussion with my local electronics dealer, he explained that these cheap parts used on discounted or what we are calling counterfeit items and what we can order from China with free shipping for pennies are usually factory seconds, they may very well be made right next to the same parts that we pay regular price for.

So the guy selling you the cheap knock off stuff said it’s good to go?....

Hey, can I interest you in a really nice bridge?
Title: Re: gsu (superfx) support [work in progress]
Post by: Sarge on April 19, 2018, 11:11 PM
In other words, they're lower grade parts that didn't pass quality control.

To clarify a bit more, an example of this in the "legit" market would be CPUs.  Processor variants are actually typically the same chip, but manufacturing variances lead some to be able to take higher clock rates than others, so they sell the ones that don't make it through the more strenuous testing as lower-grade variants of the chip.  The same is true for many of these other parts.  They didn't make it through the benchmarks.  It doesn't mean they won't work for some applications, but they won't work as intended in edge cases.
Title: Re: gsu (superfx) support [work in progress]
Post by: Missingno255 on April 19, 2018, 11:13 PM
I installed the 07 release, and my menu has reverted back to the graffiti one? I had a custom theme until v07. What happened to the theme? Do I need to revert back on v06 to get it back? I can't stand the graffiti one.

Menu customizer has been updated to support the most recent gsu build! http://www.dotsarecool.com/sd2snesimg/
it should auto detect the version of your menu.bin, it still supports the non-gsu version as well.
It doesn't even do anything. You can upload it, but you can't download anything. All you can do is create one and download that.

Might as well downgrade to v6 if that's the case.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 20, 2018, 02:32 AM
If you buy a clone SD2SNES, you are taking a big risk of losing MSU-1 support since those Chinese counterfeiters leave those components off to save money. You also lose forum support and your warranty. You will run into ROM problems eventually due to everything being off-spec, and they apparently have appalling track records for supporting the Super FX core.

It doesn't even do anything. You can upload it, but you can't download anything. All you can do is create one and download that.
Dotsarecool's menu tool works perfectly. It detects your firmware correctly and creates a downloadable menu.bin. I just used it to create several themes and they're perfect with Redguy's new Super FX core.

(https://s6.postimg.cc/odzxn2t6n/IMG_20180419_204109.jpg)
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: lee4 on April 20, 2018, 04:04 AM
when i try use sd2snes
System Infomation
to do sd speed test with any sd2snes gsu version glitches out

anyone have same problem i do or just me ?
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on April 20, 2018, 04:20 AM
The issue with the Chinese knock-offs is that while the component on the PCB might SAY it is a certain value or rating, or even manufacturer, they very rarely are.  The sellers are able to sell the boards cheaply because instead of the higher quality, QC'd and validated parts from a reputable manufacturer that cost more money, they use counterfeit parts or parts from lower quality manufacturers.  Those parts are super cheap.

The differences can also be in the way the part functions.  The system checks will generally check to make sure the part is functioning at all, but won't check to see how they are functioning.  If program code is expecting something at Time X, but the cheap Chinese knock-off part is slower and provides it at Time Y, it can cause an error or bug that a higher quality component made board would not.

It's these types of errors which can be infuriating to those developing on a system, and also why there is no support for those knock-offs on these boards.  The guys working on these things don't want to spend their time trying to fix bugs which only exist on the counterfeit boards.
I've been on this forum enough to know that 9 times out of 10 when someone has an issue with their SD2SNES it's in regards to the SD card they're using. Either the SD card is legit broken or formatted improperly. I agree that krikzz shouldn't spend time supporting non krikzz products. I'd like to somehow get a set of data on who has chinese sd2snes boards who don't have any problems and ones who have legit hardware failures.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 20, 2018, 04:33 AM
The issue with the Chinese knock-offs is that while the component on the PCB might SAY it is a certain value or rating, or even manufacturer, they very rarely are.  The sellers are able to sell the boards cheaply because instead of the higher quality, QC'd and validated parts from a reputable manufacturer that cost more money, they use counterfeit parts or parts from lower quality manufacturers.  Those parts are super cheap.

The differences can also be in the way the part functions.  The system checks will generally check to make sure the part is functioning at all, but won't check to see how they are functioning.  If program code is expecting something at Time X, but the cheap Chinese knock-off part is slower and provides it at Time Y, it can cause an error or bug that a higher quality component made board would not.

It's these types of errors which can be infuriating to those developing on a system, and also why there is no support for those knock-offs on these boards.  The guys working on these things don't want to spend their time trying to fix bugs which only exist on the counterfeit boards.
Exactly this. Many of us have learned our lesson buying components on Aliexpress and eBay. You'll order an IC or capacitor that claims to be one thing, but is something else completely. A good percentage of chips simply don't work or produce errors. I can't imagine an entire device made from that trash. Anyone doing electronic work quickly migrates to legit sources like Digikey or Mouser to buy parts, since it's the only way to make sure you're getting what you ordered.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 20, 2018, 05:30 AM
The issue with the Chinese knock-offs is that while the component on the PCB might SAY it is a certain value or rating, or even manufacturer, they very rarely are.  The sellers are able to sell the boards cheaply because instead of the higher quality, QC'd and validated parts from a reputable manufacturer that cost more money, they use counterfeit parts or parts from lower quality manufacturers.  Those parts are super cheap.

The differences can also be in the way the part functions.  The system checks will generally check to make sure the part is functioning at all, but won't check to see how they are functioning.  If program code is expecting something at Time X, but the cheap Chinese knock-off part is slower and provides it at Time Y, it can cause an error or bug that a higher quality component made board would not.

It's these types of errors which can be infuriating to those developing on a system, and also why there is no support for those knock-offs on these boards.  The guys working on these things don't want to spend their time trying to fix bugs which only exist on the counterfeit boards.
tons of bull***t  :)
1. I saw peoples here and on discord with their original sd2snes having glitches with gsu v6 as well of me and others that have a chinese one, so what you say is completely no sense for sd2snes. (problem solved with the redguy fix and on v7)
2. Do you really call something that cost 125 euros "CHEAP"? LOL!
3. Do you really think sd2snes making cost is 200$? is much much less
4. If chinese sd2snes was low quality as you said i will have at least 1 error or problems...never appened, all perfect


also from the reviews: - SD slot is not spring loaded, so it's a pain to remove it
my chinese one have the spring  :)
Title: Re: gsu (superfx) support [work in progress]
Post by: toadhall on April 20, 2018, 05:58 AM
also from the reviews: - SD slot is not spring loaded, so it's a pain to remove it
my chinese one have the spring  :)
My Krikzz-made SD2SNES has a SD card slot that's spring loaded actually.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 20, 2018, 06:12 AM
also from the reviews: - SD slot is not spring loaded, so it's a pain to remove it
my chinese one have the spring  :)
My Krikzz-made SD2SNES has a SD card slot that's spring loaded actually.
btw i have the ed64v2 original and not have the spring and i hate it
Title: Re: gsu (superfx) support [work in progress]
Post by: Jdurg on April 20, 2018, 07:21 AM
Hey, if you are happy with your counterfeit product, then great!  Enjoy it.  But don't expect any help from the creator of the legitimate device when the cheap components begin to fail.

The issue with the Chinese knock-offs is that while the component on the PCB might SAY it is a certain value or rating, or even manufacturer, they very rarely are.  The sellers are able to sell the boards cheaply because instead of the higher quality, QC'd and validated parts from a reputable manufacturer that cost more money, they use counterfeit parts or parts from lower quality manufacturers.  Those parts are super cheap.

The differences can also be in the way the part functions.  The system checks will generally check to make sure the part is functioning at all, but won't check to see how they are functioning.  If program code is expecting something at Time X, but the cheap Chinese knock-off part is slower and provides it at Time Y, it can cause an error or bug that a higher quality component made board would not.

It's these types of errors which can be infuriating to those developing on a system, and also why there is no support for those knock-offs on these boards.  The guys working on these things don't want to spend their time trying to fix bugs which only exist on the counterfeit boards.
tons of bull***t  :)
1. I saw peoples here and on discord with their original sd2snes having glitches with gsu v6 as well of me and others that have a chinese one, so what you say is completely no sense for sd2snes. (problem solved with the redguy fix and on v7)
2. Do you really call something that cost 125 euros "CHEAP"? LOL!
3. Do you really think sd2snes making cost is 200$? is much much less
4. If chinese sd2snes was low quality as you said i will have at least 1 error or problems...never appened, all perfect


also from the reviews: - SD slot is not spring loaded, so it's a pain to remove it
my chinese one have the spring  :)
Title: Re: gsu (superfx) support [work in progress]
Post by: marvelus10 on April 20, 2018, 08:34 AM
I had a discussion with my local electronics dealer, he explained that these cheap parts used on discounted or what we are calling counterfeit items and what we can order from China with free shipping for pennies are usually factory seconds, they may very well be made right next to the same parts that we pay regular price for.

So the guy selling you the cheap knock off stuff said it’s good to go?....

Hey, can I interest you in a really nice bridge?

He wasn't selling me cheap stuff, we were talking aboot why not to buy it, the stuff is seconds from the same factories, it's meant to be thrown out but is sold off on places like Ebay and Aliexpress.
Title: Re: gsu (superfx) support [work in progress]
Post by: AcidRain on April 20, 2018, 09:30 AM
also from the reviews: - SD slot is not spring loaded, so it's a pain to remove it
my chinese one have the spring  :)

I got an official sd2snes and it has a spring loaded sd slot. Maybe some of the other Everdrives might not have had it but from what i know i think the sd2snes has always had it.

At the end of the day, if your gonna spend money on something atleast buy an official product. Well worth it. Think about it, you get alot more support and dont have to worry when new updates come around. And if you come across any issues you know that the actual creators got your back. Plus MSU1!
Title: Re: gsu (superfx) support [work in progress]
Post by: nowayout on April 20, 2018, 10:37 AM
also from the reviews: - SD slot is not spring loaded, so it's a pain to remove it
my chinese one have the spring  :)

I got an official sd2snes and it has a spring loaded sd slot. Maybe some of the other Everdrives might not have had it but from what i know i think the sd2snes has always had it.


I think he's saying, he read reviews saying Chinese clones aren't spring loaded but it turned out his Chinese clone was in fact spring loaded. He's not saying krikzz carts aren't spring loaded.
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on April 20, 2018, 10:57 AM
3. Do you really think sd2snes making cost is 200$? is much much less
Counter question: Do you want to work for free? If you think the manufacturing cost is all that makes up the price you are beyond naive.
Basically, all quality and cost factors aside:
1. you want to fuck me over (and krikzz): buy Chinese. Can't exactly blame you as far as I am concerned. But don't expect any more support or answered questions.
2. you don't want to fuck us over: buy from krikzz.  :P
Title: Re: gsu (superfx) support [work in progress]
Post by: nihlathak on April 20, 2018, 11:20 AM
This thread is getting off-topic. We should stay on the topic of SuperFX development and not discuss wether you should get a Chinese or OG SD2SNES.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 20, 2018, 11:36 AM
3. Do you really think sd2snes making cost is 200$? is much much less
Counter question: Do you want to work for free? If you think the manufacturing cost is all that makes up the price you are beyond naive.
Basically, all quality and cost factors aside:
1. you want to fuck me over (and krikzz): buy Chinese. Can't exactly blame you as far as I am concerned. But don't expect any more support or answered questions.
2. you don't want to fuck us over: buy from krikzz.  :P

And thats what the problem is today Ikari,people expect everything cheap or even worse:FREE.
Now i don't have a problem to pay 200$ for a device thats giving me so much fun for in the place.
And there are so many games on snes that arent cheap,so why there is a problem for the price,i don't understand that.
There is a super everdrive for people that have enough with that and only can or want afford that,and sd2snes where you can play much more and willing to pay for.
I'm happy with my sd2snes ikari,it works perfekt and get support that's increases the games you can play on.
I say thank you,and btw,super fx works nice on it.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 20, 2018, 12:07 PM
3. Do you really think sd2snes making cost is 200$? is much much less
Counter question: Do you want to work for free? If you think the manufacturing cost is all that makes up the price you are beyond naive.
Basically, all quality and cost factors aside:
1. you want to fuck me over (and krikzz): buy Chinese. Can't exactly blame you as far as I am concerned. But don't expect any more support or answered questions.
2. you don't want to fuck us over: buy from krikzz.  :P

And thats wat is the problem today Ikari,people expect everything cheap or even worse:FREE.
Now i don't have a problem to pay 200$ for a device thats giving me so much fun for in the place.
And there are so many games on snes that arent cheap,so why there is a problem for the price,i don't understand that.
There is a super everdrive for people that have enough with that and only can or want afford that,and sd2snes where you can play much more and willing to pay for.
I'm happy with my sd2snes ikari,it works perfekt and get support that's increases the games you can play on.
I say thank you,and btw,super fx works nice on it.

i am very happy with my sd2snes rev F bought at krikzz it work perfect and super fx run well

I upgraded mine to rev H,works perfekt.
Its great we have now super fx games on sd2snes.
Title: Re: gsu (superfx) support [work in progress]
Post by: toadhall on April 20, 2018, 12:08 PM
This thread is getting off-topic. We should stay on the topic of SuperFX development and not discuss wether you should get a Chinese or OG SD2SNES.
Hear hear. Don't feed the trolls (although I guess I'm guilty of that as well.)

I love my SD2SNES even before redguy added super fx support. It does so much over a super everdrive it's just worth the high cost.
Title: Re: gsu (superfx) support [work in progress]
Post by: Gumball on April 20, 2018, 12:38 PM
I got my SD2SNES from the US reseller stone age gamer. I payed around 235 for mine because I got it in black, custom label, and a box. With that said. I absolutely love the bloody thing. It's a godsend. Ikari and Krikzz did a hell of a job making such a wonderful cart. As for people bitching about price my question is why? Would you rather spend thousands of dollars tracking down every single game for the system or just spend over 200 and have a single cart that does the same thing? Not to mention MSU-1 Support, cheats, and so on. Now I know people love collecting also I'm one of them but when money is tight its not feasible to get that money and when you got games like Final Fantasy III/VI, Chrono Trigger, and some others retailing for well over 100 bucks.. Saving up for an SD2SNES was my only option to play a ot of those expensive games again. In the end be happy people took the time to make such a great product to begin with. I hope everybody has a wonderful day and I wish everyone the best. Peace. Oh and one last thing regarding the actual purpose of this thread. Redguy you sir have now been added to what is a trifecta of baddassery that is Krikzz and Ikari. I went through the list of FX games and they all ran wonderfully on both normal and fast speeds. I can't thank you enough my friend. Tested on Rev F v07 of your firmware.
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 20, 2018, 01:50 PM
So returning  to theme any news about in game hook return?. I play the snes from 9 meters with the 8bitdo pads.  :-\
Title: Re: gsu (superfx) support [work in progress]
Post by: Gumball on April 20, 2018, 03:19 PM
So returning  to theme any news about in game hook return?. I play the snes from 9 meters with the 8bitdo pads.  :-\
I too am wondering about that. I don't sit quite as far back but It is a convenience thing. Also cheats and all that.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 20, 2018, 03:29 PM
3. Do you really think sd2snes making cost is 200$? is much much less
Counter question: Do you want to work for free? If you think the manufacturing cost is all that makes up the price you are beyond naive.
Basically, all quality and cost factors aside:
1. you want to fuck me over (and krikzz): buy Chinese. Can't exactly blame you as far as I am concerned. But don't expect any more support or answered questions.
2. you don't want to fuck us over: buy from krikzz.  :P
sd2snes was not open source? i don't understand

also: Q6: Can you sell me an sd2snes?

A6: No. I do not manufacture or sell the hardware.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 20, 2018, 03:44 PM
It is, but you can't come to somebody's house and shamelessly shit on the carpet.
You're on Krikzz support forum, not china town support forum, president trump would be very upset with you for destroying the economy.
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 20, 2018, 03:49 PM
It is, but you can't come to somebody's house and shamelessly shit on the carpet.
You're on Krikzz support forum, not china town support forum, president trump would be very upset with you for destroying the economy.
so if is open source you can't do anything if a chinese make it, is not a steal like the clone everdrives

 
president trump would be very upset with you for destroying the economy.
are you  kidding, I hope...  :o
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 20, 2018, 03:58 PM
When you buy from krikzz you pay for superb quality control before shipment, free of charge replacement warranty for a year, and support forum with the developer himself.
You do not have to buy from krikzz, but please stop pushing the chinese product here on krikzz forum, it is amoral at the least.
Title: Re: gsu (superfx) support [work in progress]
Post by: wprpalmeida on April 20, 2018, 04:16 PM
I have a Chinese SD2SNES that so far has not given me any issues, but that does not mean all Chinese units are perfect. I consider myself lucky. The thing with them is that Quality Control is all over the place, and there would be no one to complain in case (not even here) you get a dud. In order to get one of these, you must bear this in mind.

We know KRIKzz's quality control and customer service is honestly second to none. If my country wouldn't tax me 60% over imported goods I would certainly grab one from him instead of rolling the dice with the Chinese one, and I still plan on getting an original one now that my brother lives in Canada and will visit regularly.

It is also worth noting that the SD2SNES is a grey area when it comes to its morality, as it is open source, but Everdrive clones aren't. KRIKzz keeps his source code closed for a reason, and we should respect that.

EDIT: oh, v07 is working beautifully too, but I have not tested the previous versions
Title: Re: gsu (superfx) support [work in progress]
Post by: Arnold101 on April 20, 2018, 04:23 PM
When you buy from krikzz you pay for superb quality control before shipment, free of charge replacement warranty for a year, and support forum with the developer himself.
You do not have to buy from krikzz, but please stop pushing the chinese product here on krikzz forum, it is amoral at the least.
i'm not pushing anything. I have several everdrives buyed from here. The last one few days ago. I'm just repling to wrong affirmations..
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 20, 2018, 05:28 PM
I found a map for doom a guy made two years ago.

I dont have try it.

https://www.doomworld.com/forum/post/1663701
Title: Re: gsu (superfx) support [work in progress]
Post by: EverDriver on April 20, 2018, 05:34 PM
This topic is for the SuperFX support and its creator redguy.
If you're really interested in the SuperFX support I guess it's much better to help redguy to test it as much as possible and make the final release happen sooner.
This is a very important topic and we don't want to pollute it with off-topic.
If anyone wants to discuss whether SD2SNES is opensource or not please create a separate topic.
Thanks for your understanding!
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 20, 2018, 08:38 PM
So to recap, was v07 corrected?  I'm just a little unsure about that.
Title: Re: gsu (superfx) support [work in progress]
Post by: Gumball on April 20, 2018, 10:54 PM
So to recap, was v07 corrected?  I'm just a little unsure about that.
I've been going through every super fx game on a rev F sd2snes on a non 1 chip snes and have had zero issues with any of them since version 07. From what I can tell they all run great.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 21, 2018, 04:54 AM
It doesn't even do anything. You can upload it, but you can't download anything. All you can do is create one and download that.
Dotsarecool's menu tool works perfectly. It detects your firmware correctly and creates a downloadable menu.bin. I just used it to create several themes and they're perfect with Redguy's new Super FX core.
*Facepalm* So it's supposed to upload old menu.bins and not let you download new converted versions? That's a neat feature. I've tried this in THREE browsers and it doesn't work. All it says is that 0.1.7E is detected or whatever. The download button doesn't do anything at all. The example immediately below the download page does not change, nor can you preview anything.

In addition to menu.bin you should upload a 256x56 image.
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on April 22, 2018, 08:37 PM
Check the first post for v08:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed timing to improve match with real carts. Thanks to all the people that contributed.
Fixed 8b multiplies to support 0 cycles of additional latency.
Fixed ram word accesses to do serialized byte transfers.
Changed ram accesses to use second ram chip.

If there are stability problems it may be due to using the new ram chip.  I can add more delay, if necessary, but it's been working so far.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 22, 2018, 09:01 PM
Check the first post for v08:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed timing to improve match with real carts. Thanks to all the people that contributed.
Fixed 8b multiplies to support 0 cycles of additional latency.
Fixed ram word accesses to do serialized byte transfers.
Changed ram accesses to use second ram chip.

If there are stability problems it may be due to using the new ram chip.  I can add more delay, if necessary, but it's been working so far.

Fantastic work as always  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 22, 2018, 09:10 PM
The timing now really feels good, i.e. I wouldn't change a thing! 
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on April 22, 2018, 09:27 PM
It's really great to see that spare 4Mbit RAM chip being dedicated to GSU. This is the first time it has ever been used for anything, isn't it? It's so cool that Ikari left it on the PCB for devs to utilize for projects like this. Keep up the incredible coding, Redguy 8)
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 22, 2018, 10:18 PM
Yup, the timing feels a lot better. But let's check the tale of the tape:
https://youtu.be/Nl3_oyxhlms (https://youtu.be/Nl3_oyxhlms)

First off, I cut this out, but there is still the issue where there is a short delay before the last ship boosts out of the hangar, and that is not on the original cartridge.

As before, I cut both videos on the frame right before the vertical barn door wipe starts (interestingly, there are already some minor timing differences on the wipe itself). I went back to not touching the controller for this one, as actually playing the game introduces too many variables.

The most interesting thing to me is that I was previously judging how far off the two are by when the ship that kills me on the original cartridge goes offscreen. The sync between the two videos is frame-perfect here!

But obviously there are still some accuracy issues, as the Arwing has veered a little further to the left on the v08 firmware, so it hasn't taken as much damage from hitting the central tower, and it takes one more hit before dying. Also, at various moments before this, the timing is off by up to a half-second or so, and also note that the ground-based enemy fires off three plasma balls on the original cart, but only two on SD2SNES.

Still, this is a LOT closer.

It's obviously still nowhere near as accurate as the Cx4 support is, but would I rather play this than the SNES Classic? For the first time, I think the answer is yes, because it feels about right now. And mentioning this makes me sort of want to see what happens when I run the same test with the SNES Classic. I guess stay tuned?
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on April 22, 2018, 11:03 PM
thx redguy,absolutly fantastic work.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 22, 2018, 11:32 PM
Went ahead and added the SNES Classic Edition. Seems like they each have their own quirks. :P I'm sort of impressed with how similar they look--the Super Nt really nails the colors on recent firmware.

https://youtu.be/ibQQBXFMn0k (https://youtu.be/ibQQBXFMn0k)

I also have the Japanese 1.0 revision (and the U.S. 1.0 revision, but that's at my dad's house in another state, so I won't be testing it :P ), and I may see what, if anything, is different there, though I doubt I will upload another video.

Edit: Surprisingly, there was a small difference, up to about two tenths of a second at the point where the two ships explode. And now I sort of wonder if what frames I pressed start on could make a difference, even though I synced both videos at the same frame well after I'd set the controllers down.

Edit #2: Did a bunch of tests with the exact same cartridge, and there was some variability--up to about 6 hundredths of a second as far as I could tell. Not as much as between NA 1.2 and JP 1.0, but still there. Still, something like that might make it hard to be sure exactly how far the GSU firmware is from 100% accuracy.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 23, 2018, 01:50 AM
Went ahead and added the SNES Classic Edition. Seems like they each have their own quirks. :P I'm sort of impressed with how similar they look--the Super Nt really nails the colors on recent firmware.

https://youtu.be/ibQQBXFMn0k (https://youtu.be/ibQQBXFMn0k)

I also have the Japanese 1.0 revision (and the U.S. 1.0 revision, but that's at my dad's house in another state, so I won't be testing it :P ), and I may see what, if anything, is different there, though I doubt I will upload another video.

Edit: Surprisingly, there was a small difference, up to about two tenths of a second at the point where the two ships explode. And now I sort of wonder if what frames I pressed start on could make a difference, even though I synced both videos at the same frame well after I'd set the controllers down.


I should point out that Canoe (the Snes Classic Mini) isn't the most accurate emulator to compare the Super NT to, just my two cents.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 23, 2018, 01:57 AM
Went ahead and added the SNES Classic Edition. Seems like they each have their own quirks. :P I'm sort of impressed with how similar they look--the Super Nt really nails the colors on recent firmware.

https://youtu.be/ibQQBXFMn0k (https://youtu.be/ibQQBXFMn0k)

I also have the Japanese 1.0 revision (and the U.S. 1.0 revision, but that's at my dad's house in another state, so I won't be testing it :P ), and I may see what, if anything, is different there, though I doubt I will upload another video.

Edit: Surprisingly, there was a small difference, up to about two tenths of a second at the point where the two ships explode. And now I sort of wonder if what frames I pressed start on could make a difference, even though I synced both videos at the same frame well after I'd set the controllers down.


I should point out that Canoe (the Snes Classic Mini) isn't the most accurate emulator to compare the Super NT to, just my two cents.

Yeah, total accuracy wasn't exactly the point. The colors look the same though, and they wouldn't have on the launch firmware. I'd be willing to bet Higan will also look the same if I check.

Edit: Neat, not only are the Super Nt (default RGB settings) and Canoe obviously not quite the same when I do an identical screen capture, but higan is even more different. The greens in particular are a little darker, and with a little less blue. Now I'm sorta curious what the result would be from an RGB capture... I might try it in a little bit.
(https://i.imgur.com/SfL4z4n.jpg)
Edit#2: Added RGB (on the OG 2-chip Super Famicom--used because it does better with colors in RGB than my modded mini for some reason, even if it has that annoying checkerboard thing) and S-Video (via the modded mini--used to be my preferred setup before the Super Nt)
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on April 23, 2018, 02:40 AM
It's really great to see that spare 4Mbit RAM chip being dedicated to GSU. This is the first time it has ever been used for anything, isn't it? It's so cool that Ikari left it on the PCB for devs to utilize for projects like this. Keep up the incredible coding, Redguy 8)
Well it's part of the design since day 1 ;D
It was intended to serve as a secondary RAM for custom chip architectures having two individual buses (GSU, SA-1) and also as battery backed save RAM to retain the save data until next power-up to be saved to SD card in case of a power outage while real-time saving, etc.
Joke's on me for not having put it to any use yet, of course.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 23, 2018, 03:06 AM
Went ahead and added the SNES Classic Edition. Seems like they each have their own quirks. :P I'm sort of impressed with how similar they look--the Super Nt really nails the colors on recent firmware.

https://youtu.be/ibQQBXFMn0k (https://youtu.be/ibQQBXFMn0k)

I also have the Japanese 1.0 revision (and the U.S. 1.0 revision, but that's at my dad's house in another state, so I won't be testing it :P ), and I may see what, if anything, is different there, though I doubt I will upload another video.

Edit: Surprisingly, there was a small difference, up to about two tenths of a second at the point where the two ships explode. And now I sort of wonder if what frames I pressed start on could make a difference, even though I synced both videos at the same frame well after I'd set the controllers down.


I should point out that Canoe (the Snes Classic Mini) isn't the most accurate emulator to compare the Super NT to, just my two cents.

Yeah, total accuracy wasn't exactly the point. The colors look the same though, and they wouldn't have on the launch firmware. I'd be willing to bet Higan will also look the same if I check.

I thought you compared the timing of the chips too, Canoe is way off on Super FX apparently.  What's weird is Canoe also emulates the Cx4 chip, as you can run MMX2 and X3.  I'd rather run my games on the Super NT with SD2SNES.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 23, 2018, 03:11 AM
I thought you compared the timing of the chips too, Canoe is way off on Super FX apparently.  What's weird is Canoe also emulates the Cx4 chip, as you can run MMX2 and X3.  I'd rather run my games on the Super NT with SD2SNES.
I did indeed compare the timing. That was sort of the point. I know Canoe isn't perfect, but it felt reasonably okay to me to play Star Fox on it. Now, for the first time, SD2SNES is even better (previously, it had been obviously a little slow). So definitely acceptable, even if not yet 100%.
Title: Re: gsu (superfx) support [work in progress]
Post by: astro187 on April 23, 2018, 04:41 PM
Very interesting. So originally you planned to have a save scheme similar to ED64v3 where it would hold save data until the next power cycle?  I guess that’s no longer relevant except  potentially for MSU-1 games, since the SD2SNES writes the save data instantly for normal games.

It's really great to see that spare 4Mbit RAM chip being dedicated to GSU. This is the first time it has ever been used for anything, isn't it? It's so cool that Ikari left it on the PCB for devs to utilize for projects like this. Keep up the incredible coding, Redguy 8)
Well it's part of the design since day 1 ;D
It was intended to serve as a secondary RAM for custom chip architectures having two individual buses (GSU, SA-1) and also as battery backed save RAM to retain the save data until next power-up to be saved to SD card in case of a power outage while real-time saving, etc.
Joke's on me for not having put it to any use yet, of course.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 23, 2018, 04:58 PM
BTW, I did some more Star Fox testing (full playthrough). It did still feel a bit sluggish in places. Also, the end credits run kind of slow; the music stops while the last names ("JAPANESE SUPPORT") are on screen, as opposed to when the words "THE END" are approaching.

Still, I must note that a YouTube search shows that older emulators do much worse than this, with the music ending a good 15 seconds earlier than that relative to the names on screen.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on April 23, 2018, 07:20 PM
Joke's on me for not having put it to any use yet, of course.
Not at all, thank you for thinking ahead. Thanks to you GSU-1 is possible and SA-1 will be possible as well (even if its not an accurate implementation, I just care that it works). My favorite flashcart by far will always be the SD2Snes.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 23, 2018, 07:28 PM
Joke's on me for not having put it to any use yet, of course.
Not at all, thank you for thinking ahead. Thanks to you GSU-1 is possible and SA-1 will be possible as well (even if its not an accurate implementation, I just care that it works). My favorite flashcart by far will always be the SD2Snes.

So SA-1 should still be possible/have enough room on the FPGA to have it implemented as well?
Title: Re: gsu (superfx) support [work in progress]
Post by: hex12 on April 23, 2018, 08:51 PM
I also hope someone with talent like redguy will have the wish and the possibility to implement SA-1 as well.
It should bring our sd2snes card (absolutely the original one, chinese clones are only to leave where they are) from magic to legend :)
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 23, 2018, 10:03 PM
I also hope someone with talent like redguy will have the wish and the possibility to implement SA-1 as well.
It should bring our sd2snes card (absolutely the original one, chinese clones are only to leave where they are) from magic to legend :)

It's already an amazing flashcart, and with SA-1, oh man  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: Missingno255 on April 24, 2018, 12:15 AM
EDIT: SA-1 is now supported
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on April 24, 2018, 12:47 AM
Very interesting. So originally you planned to have a save scheme similar to ED64v3 where it would hold save data until the next power cycle?
Indeed, and I still have it planned as a fallback. Could always happen that the power goes out or the SNES is switched off too soon while saving. Also for games that permanently keep changing the SRAM content it would be probably better to rely on than doing periodic saving.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on April 24, 2018, 12:52 AM
It's not. Not enough block RAM.
Regardless of whether the FPGA is big enough or not, a minimal, inaccurate implementation of the SA-1 would still be possible so that it could run all released games and maybe those SMW ROM hacks as well. Implementing the entire 65816 would be a large task, and I'm not sure if that would fit in the FPGA. Maybe if jwdonal or kevtris would like to share their implementations then we could see a more accurate version be developed (as far as I understand, the SA-1 is an overglorified 65816 + CIC).

Indeed, and I still have it planned as a fallback. Could always happen that the power goes out or the SNES is switched off too soon while saving. Also for games that permanently keep changing the SRAM content it would be probably better to rely on than doing periodic saving.
How long does the SD2SNES normally take to save games? I've never had a problem with saving and semi-quickly powering off. A fallback like that would be a nice feature though.

And completely unrelated, how hard would it be to implement the SPC7110? The SD2SNES already has an RTC, and from what I can tell, it is a compression chip. I'd really like to play the recently released Far East of Eden Zero. Would it be possible to decompress the game (ie Star Ocean) and have it access the build in RTC instead of implementing the chip?
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 24, 2018, 01:22 AM
Indeed, and I still have it planned as a fallback. Could always happen that the power goes out or the SNES is switched off too soon while saving. Also for games that permanently keep changing the SRAM content it would be probably better to rely on than doing periodic saving.

I've been there. The first time I ever played Super Metroid to completion was at age 35, which is insane, I know, and over the past three years I've made up for it by playing it over 300 hours if you include randomizers (another great thing to use SD2SNES for!). Anyway, the very first time I played it, I turned it off at the wrong time several hours in and corrupted my save, which was devastating to me. (This is funny to me now, because spending more than a couple hours on a game of Super Metroid, even playing for 100%, is unheard-of.) I learned my lesson though, and now I long reset any game with SRAM.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on April 24, 2018, 01:55 AM
Indeed, and I still have it planned as a fallback. Could always happen that the power goes out or the SNES is switched off too soon while saving. Also for games that permanently keep changing the SRAM content it would be probably better to rely on than doing periodic saving.

I've been there. The first time I ever played Super Metroid to completion was at age 35, which is insane, I know, and over the past three years I've made up for it by playing it over 300 hours if you include randomizers (another great thing to use SD2SNES for!). Anyway, the very first time I played it, I turned it off at the wrong time several hours in and corrupted my save, which was devastating to me. (This is funny to me now, because spending more than a couple hours on a game of Super Metroid, even playing for 100%, is unheard-of.) I learned my lesson though, and now I long reset any game with SRAM.

I think tactics ogre may also be sensitive to SRAM usage,  as I lost a save file once on my sd2snes. I experienced other weird errors since I was using a 1chip system, but the SRAM corruption seemed related to what happened to you with super metroid.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 24, 2018, 02:36 AM
I think tactics ogre may also be sensitive to SRAM usage,  as I lost a save file once on my sd2snes. I experienced other weird errors since I was using a 1chip system, but the SRAM corruption seemed related to what happened to you with super metroid.
I think I shut it off right after I saved at a save point, and the whole thing kinda happened in slow motion, the lights starting to flash on my SD2SNES right as I almost unconsciously committed to flicking the off switch, and realizing almost immediately that I was probably screwed. And ever since then, I've been paranoid enough to just long reset every time, and this is even easier with the Super Nt (though I use Start+Select+↑ rather than the default just as extra insurance against hitting it by accident, as I use Select a lot in Super Metroid; one of these days I should break the habit and start using a face button for item select...).
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on April 24, 2018, 03:27 AM
I think tactics ogre may also be sensitive to SRAM usage,  as I lost a save file once on my sd2snes. I experienced other weird errors since I was using a 1chip system, but the SRAM corruption seemed related to what happened to you with super metroid.
I think I shut it off right after I saved at a save point, and the whole thing kinda happened in slow motion, the lights starting to flash on my SD2SNES right as I almost unconsciously committed to flicking the off switch, and realizing almost immediately that I was probably screwed. And ever since then, I've been paranoid enough to just long reset every time, and this is even easier with the Super Nt (though I use Start+Select+↑ rather than the default just as extra insurance against hitting it by accident, as I use Select a lot in Super Metroid; one of these days I should break the habit and start using a face button for item select...).

Mine wasn't so obvious though.  The game had been inexplicably freezing on me,  and then once,  right after entering a menu to check for character backgrounds,  the game froze and my save file was gone after reset. I started using my shvc console since and no issues. I even sold that 1chip snes mini. I now have a fat 1chip, but only for games that do not use SRAM.

EDIT: sorry for derailing the thread!!!
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 24, 2018, 06:09 PM
Joke's on me for not having put it to any use yet, of course.
Not at all, thank you for thinking ahead. Thanks to you GSU-1 is possible and SA-1 will be possible as well (even if its not an accurate implementation, I just care that it works). My favorite flashcart by far will always be the SD2Snes.

So SA-1 should still be possible/have enough room on the FPGA to have it implemented as well?

i hope in the futur SA-1 is possible :)
It's not. Not enough block RAM.

Well that sucks, so much for Super Mario RPG and Kirby's Dream Land 3 ever being possible :-\ I'll hereto refrain from ever inquiring about SA-1 ever again. *Throws in the towel*

I'm just going to uh, take my leave.
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: Sarge on April 24, 2018, 08:04 PM
Well that sucks, so much for Super Mario RPG and Kirby's Dream Land 3 ever being possible :-\ I'll hereto refrain from ever inquiring about SA-1 ever again. *Throws in the towel*

I'm just going to uh, take my leave.

I wouldn't completely toss it out.  Again, from what I've seen byuu say, there are a ton of features that aren't used in any commercial games on the SA1, so it may be possible to do a partial implementation of the chip that may fit.  Not that I can say that with any certainty whatsoever, of course.

I'm absolutely ecstatic with getting Super FX, though.  Even if it's just for a few games, getting Yoshi's Island working alone is worthy of praise.  Now I need to see if I can dump my old 100% save from my cart before the battery dies...
Title: Re: gsu (superfx) support [work in progress]
Post by: toadhall on April 24, 2018, 08:11 PM
Yeah even without SA-1, the SD2SNES's capabilities are really remarkable, especially now that we have an almost perfect Super FX implementation.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on April 24, 2018, 08:19 PM
Joke's on me for not having put it to any use yet, of course.
Not at all, thank you for thinking ahead. Thanks to you GSU-1 is possible and SA-1 will be possible as well (even if its not an accurate implementation, I just care that it works). My favorite flashcart by far will always be the SD2Snes.

So SA-1 should still be possible/have enough room on the FPGA to have it implemented as well?

i hope in the futur SA-1 is possible :)
It's not. Not enough block RAM.

How would you know that it's not enough block ram if you haven't tried yet.  Are you a developer? Not even Ikari knows for sure yet but you do?
Title: Re: gsu (superfx) support [work in progress]
Post by: GreatFunky on April 24, 2018, 08:49 PM
I remember few years ago some people said that super fx will not be possible on sd2snes  ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on April 24, 2018, 08:55 PM
I remember few years ago some people said that super fx will not be possible on sd2snes  ;D

That's exactly my point. Unless someone like Ikari,  byuu,  krikzz, kevtris or redguy openly say: the sd2snes cannot do an SA-1 implementation,  accurate or inaccurate,  then it's all just hearsay.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 24, 2018, 09:41 PM
Well that sucks, so much for Super Mario RPG and Kirby's Dream Land 3 ever being possible :-\ I'll hereto refrain from ever inquiring about SA-1 ever again. *Throws in the towel*

I'm just going to uh, take my leave.

I wouldn't completely toss it out.  Again, from what I've seen byuu say, there are a ton of features that aren't used in any commercial games on the SA1, so it may be possible to do a partial implementation of the chip that may fit.  Not that I can say that with any certainty whatsoever, of course.

I'm absolutely ecstatic with getting Super FX, though.  Even if it's just for a few games, getting Yoshi's Island working alone is worthy of praise.  Now I need to see if I can dump my old 100% save from my cart before the battery dies...

I'm not discounting Super FX being implemented, it's a very good step and lot of progress. I'm just saying SA-1 has a lot of good games too, like Super Mario RPG. I'm just not going to hold my  breath or get my hopes up for it.
Title: Re: gsu (superfx) support [work in progress]
Post by: Sarge on April 24, 2018, 09:51 PM
Well that sucks, so much for Super Mario RPG and Kirby's Dream Land 3 ever being possible :-\ I'll hereto refrain from ever inquiring about SA-1 ever again. *Throws in the towel*

I'm just going to uh, take my leave.

I wouldn't completely toss it out.  Again, from what I've seen byuu say, there are a ton of features that aren't used in any commercial games on the SA1, so it may be possible to do a partial implementation of the chip that may fit.  Not that I can say that with any certainty whatsoever, of course.

I'm absolutely ecstatic with getting Super FX, though.  Even if it's just for a few games, getting Yoshi's Island working alone is worthy of praise.  Now I need to see if I can dump my old 100% save from my cart before the battery dies...

I'm not discounting Super FX being implemented, it's a very good step and lot of progress. I'm just saying SA-1 has a lot of good games too, like Super Mario RPG. I'm just not going to hold my  breath or get my hopes up for it.
Ah, yeah, I agree.  I'd given up on Super FX, too; the cart was already excellent.  I own most of the SA1 games worth playing, thankfully, although Marvelous has a fan translation that I'd love to give a go on real hardware.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 24, 2018, 10:17 PM
Well that sucks, so much for Super Mario RPG and Kirby's Dream Land 3 ever being possible :-\ I'll hereto refrain from ever inquiring about SA-1 ever again. *Throws in the towel*

I'm just going to uh, take my leave.

I wouldn't completely toss it out.  Again, from what I've seen byuu say, there are a ton of features that aren't used in any commercial games on the SA1, so it may be possible to do a partial implementation of the chip that may fit.  Not that I can say that with any certainty whatsoever, of course.

I'm absolutely ecstatic with getting Super FX, though.  Even if it's just for a few games, getting Yoshi's Island working alone is worthy of praise.  Now I need to see if I can dump my old 100% save from my cart before the battery dies...

I'm not discounting Super FX being implemented, it's a very good step and lot of progress. I'm just saying SA-1 has a lot of good games too, like Super Mario RPG. I'm just not going to hold my  breath or get my hopes up for it.
Ah, yeah, I agree.  I'd given up on Super FX, too; the cart was already excellent.  I own most of the SA1 games worth playing, thankfully, although Marvelous has a fan translation that I'd love to give a go on real hardware.

I'm not denying the cart is excellent, but the prob with carts is replacing the batteries is a pain in the butt, costly, and more wear and tear constantly ejecting and inserting carts over and over. The Super NT cart slot isn't quite flush (they do wiggle slightly, but remain stable). SA-1 would be nice, that's all, but again, not holding my breath.
Title: Re: gsu (superfx) support [work in progress]
Post by: Missingno255 on April 24, 2018, 11:12 PM
EDIT: SA-1 is now supported
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 24, 2018, 11:13 PM
I've always believed in the SD2SNES.

Well, not always. When ikari_01 first started talking about it on nesdev back in 2009 when I was using a SNES Powerpak, my reaction was more along the lines of "pssh-yeah, right". And then, a year or two later, he had some working prototypes that ran games and worked with some of the DSPs, and I was a skeptic no longer.

I took him at his word that it could handle GSU-1/2, but I was still skeptical about SA-1. People have made me hopeful off and on about it, with this thread contributing both at various times, lol. I'm still hopeful there will be a limited implementation (or several game-specific limited implementations), but I'm not holding my breath, as much as I love the SA-1 games. I consider it kind of weird that S-DD1 isn't implemented yet though. This is one where I don't even care if it's remotely accurate, just as long as it decompresses the damned graphics at least as quickly as the original chip so I can run Street Fighter Zero 2 and finally ditch the silly Neviksti Star Ocean rom. :P

Edit:
I'm not denying the cart is excellent, but the prob with carts is replacing the batteries is a pain in the butt, costly, and more wear and tear constantly ejecting and inserting carts over and over. The Super NT cart slot isn't quite flush (they do wiggle slightly, but remain stable). SA-1 would be nice, that's all, but again, not holding my breath.
I agree, and the SRAM thing is huge when it comes to SA-1. Not only does it apply to Marvelous and Super Mario RPG, but until recently, I didn't even have a way to back up the SRAM on those carts (thanks, CopySNES!). CopySNES still doesn't allow writing SRAM back to the cart, but I'm hopeful it will eventually. At that point, maybe I'll preemptively replace my Super Mario RPG and Marvelous (and probably Jikkyou Oshaberi Parodius) batteries with battery holders for easy future replacment and finally feel okay about playing these games on real hardware, despite the remaining wear and tear issues you mention (hey, at least there is less of that than we used to inflict on our SNESes and carts!).
Title: Re: gsu (superfx) support [work in progress]
Post by: Sarge on April 25, 2018, 05:30 AM
The Retrode still allows for dumping SRAM from both Genesis and SNES, though, right?  Hopefully DragonBox will get some in stock again soon.  It's either that, or consider using a Retron 5 for that purpose.  I think that allows both reading and writing of saves.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 25, 2018, 06:00 AM
The Retrode still allows for dumping SRAM from both Genesis and SNES, though, right?  Hopefully DragonBox will get some in stock again soon.

Well, yeah, but the Retrode can't dump the SRAM from SA-1 (or S-DD1) games. Neither can the Super UFO Pro 8 or my Mash Mods SNES programmer. Thus my point above. Dunno about the Retron 5 (seems like a piece of junk to me, honestly), but the newest Super Nt jailbreak firmware has CopySNES, and that is what I was talking about. For the first time, I am able to dump SA-1 and S-DD1 games and their SRAM, along with Tales of Phantasia and Mega Man X2, which had also given me trouble.

I wonder if DragonBox's Retrodes suck as bad as my OG Retrode 2. The Mini USB port on mine is HORRIBLY designed, and it's hard to keep the damned cable in due to it being recessed too far inside.
Title: Re: gsu (superfx) support [work in progress]
Post by: skaman on April 25, 2018, 11:07 AM
Retrode can dump SA-1 SRAM using the Enhanced Cart Adapter with a firmware update.

I believe the Super UFO Pro 8 can do it with sanmaiwashi's firmware.

The Arduino Cart Reader can read and write SA-1 SRAM.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 25, 2018, 04:25 PM
Retrode can dump SA-1 SRAM using the Enhanced Cart Adapter with a firmware update.

I believe the Super UFO Pro 8 can do it with sanmaiwashi's firmware.

The Arduino Cart Reader can read and write SA-1 SRAM.
Welp, don't have that Enhanced cart adapter, but the sanmaiwashi ex dumper apparently supports everything. NEAT! Don't see where it works with SRAM though; looks like just ROM. Still cool that there are so many things like this now.
Title: Re: gsu (superfx) support [work in progress]
Post by: toadhall on April 25, 2018, 05:13 PM
and finally ditch the silly Neviksti Star Ocean rom. :P
Wait what's silly about that? (Serious question. I've never played Star Ocean, uncompressed or otherwise.)
Title: Re: gsu (superfx) support [work in progress]
Post by: Gumball on April 25, 2018, 05:25 PM
and finally ditch the silly Neviksti Star Ocean rom. :P
Wait what's silly about that? (Serious question. I've never played Star Ocean, uncompressed or otherwise.)
I honestly don't get what he's saying. I have played both an original cart, the original rom on bsnes, and the uncompressed rom on sd2snes and the only difference between them that I could see is on the uncompressed rom there is a slight graphical issue with the text boxes I've noticed other than that its fine and totally playable.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 25, 2018, 06:14 PM
I honestly don't get what he's saying. I have played both an original cart, the original rom on bsnes, and the uncompressed rom on sd2snes and the only difference between them that I could see is on the uncompressed rom there is a slight graphical issue with the text boxes I've noticed other than that its fine and totally playable.
I never said the Neviksti hack wasn't playable. But a clean dump is not playable, and literally the only way to play it is with a hack. I'm not even saying it's a major issue, but do you deny that it is nonetheless a compatibility issue? Besides that, Street Fighter Zero/Alpha 2 remains a major issue, as there is not even a hack for that one.

When I said silly, I was being a little facetious, but it is still an extra step that would not be necessary if SD2SNES had some kind of S-DD1 compatibility.  Plus it would save a few megs on the SD card. Granted, memory is cheap (I can't even find an SD card smaller than 16 gigs in stores anymore), but I'm just saying...
Title: Re: gsu (superfx) support [work in progress]
Post by: Gumball on April 25, 2018, 07:30 PM
I honestly don't get what he's saying. I have played both an original cart, the original rom on bsnes, and the uncompressed rom on sd2snes and the only difference between them that I could see is on the uncompressed rom there is a slight graphical issue with the text boxes I've noticed other than that its fine and totally playable.
I never said the Neviksti hack wasn't playable. But a clean dump is not playable, and literally the only way to play it is with a hack. I'm not even saying it's a major issue, but do you deny that it is nonetheless a compatibility issue? Besides that, Street Fighter Zero/Alpha 2 remains a major issue, as there is not even a hack for that one.

When I said silly, I was being a little facetious, but it is still an extra step that would not be necessary if SD2SNES had some kind of S-DD1 compatibility.  Plus it would save a few megs on the SD card. Granted, memory is cheap (I can't even find an SD card smaller than 16 gigs in stores anymore), but I'm just saying...
Fair enough. Personally I don't mind it. As for Street Fighter Alpha 2/Zero 2 I wouldn't wanna play the snes versions anyway even if it did work on the sd2snes. Its so slow to play. Id rather either play it on mame or my ps2 version on the anthology pack. I suppose for those who don't have those options or just prefer the snes version i can see why they would want it.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 25, 2018, 09:36 PM
Fair enough. Personally I don't mind it. As for Street Fighter Alpha 2/Zero 2 I wouldn't wanna play the snes versions anyway even if it did work on the sd2snes. Its so slow to play. Id rather either play it on mame or my ps2 version on the anthology pack. I suppose for those who don't have those options or just prefer the snes version i can see why they would want it.
I do still play the SNES version from time to time. But beyond that, what about just wanting the SD2SNES to be as compatible as possible within the limitations of the hardware? What about potential hacks of S-DD1 games? (I can think of one possibility: presumably the announcer's voice could be removed to reduce or eliminate the infamous load times! But maybe somebody wants to do a more thorough hack...right now emulators and cart-cannibalizing repros would be the only way to play it.)

And sure, SFA/Z2 is flawed, but is it more flawed than Doom? I'm still happy to be able to play Doom on the SD2SNES thanks to redguy.
Title: Re: gsu (superfx) support [work in progress]
Post by: DJBabyBuster on April 25, 2018, 09:44 PM
Fair enough. Personally I don't mind it. As for Street Fighter Alpha 2/Zero 2 I wouldn't wanna play the snes versions anyway even if it did work on the sd2snes. Its so slow to play. Id rather either play it on mame or my ps2 version on the anthology pack. I suppose for those who don't have those options or just prefer the snes version i can see why they would want it.
I do still play the SNES version from time to time. But beyond that, what about just wanting the SD2SNES to be as compatible as possible within the limitations of the hardware? What about potential hacks of S-DD1 games? (I can think of one possibility: presumably the announcer's voice could be removed to reduce or eliminate the infamous load times! But maybe somebody wants to do a more thorough hack...right now emulators and cart-cannibalizing repros would be the only way to play it.)

And sure, SFA/Z2 is flawed, but is it more flawed than Doom? I'm still happy to be able to play Doom on the SD2SNES thanks to redguy.

Just thought I'd pipe in that Doom with Redguy's fast speed option is totally fixed and playable.  Maybe the same speed enhancer could help improve Street Fighter Alpha 2/Zero 2 as well.
Title: Re: gsu (superfx) support [work in progress]
Post by: Gumball on April 25, 2018, 10:05 PM
Fair enough. Personally I don't mind it. As for Street Fighter Alpha 2/Zero 2 I wouldn't wanna play the snes versions anyway even if it did work on the sd2snes. Its so slow to play. Id rather either play it on mame or my ps2 version on the anthology pack. I suppose for those who don't have those options or just prefer the snes version i can see why they would want it.
I do still play the SNES version from time to time. But beyond that, what about just wanting the SD2SNES to be as compatible as possible within the limitations of the hardware? What about potential hacks of S-DD1 games? (I can think of one possibility: presumably the announcer's voice could be removed to reduce or eliminate the infamous load times! But maybe somebody wants to do a more thorough hack...right now emulators and cart-cannibalizing repros would be the only way to play it.)

And sure, SFA/Z2 is flawed, but is it more flawed than Doom? I'm still happy to be able to play Doom on the SD2SNES thanks to redguy.
I get what you're saying and yeah being more compatible would be pretty sweet despite how I feel about SFA2 on snes. Anyway I will say the SD2SNES has become one monster of a flashcart and I am so glad I have one o.o
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 25, 2018, 10:26 PM
Fair enough. Personally I don't mind it. As for Street Fighter Alpha 2/Zero 2 I wouldn't wanna play the snes versions anyway even if it did work on the sd2snes. Its so slow to play. Id rather either play it on mame or my ps2 version on the anthology pack. I suppose for those who don't have those options or just prefer the snes version i can see why they would want it.
I do still play the SNES version from time to time. But beyond that, what about just wanting the SD2SNES to be as compatible as possible within the limitations of the hardware? What about potential hacks of S-DD1 games? (I can think of one possibility: presumably the announcer's voice could be removed to reduce or eliminate the infamous load times! But maybe somebody wants to do a more thorough hack...right now emulators and cart-cannibalizing repros would be the only way to play it.)

And sure, SFA/Z2 is flawed, but is it more flawed than Doom? I'm still happy to be able to play Doom on the SD2SNES thanks to redguy.

Just thought I'd pipe in that Doom with Redguy's fast speed option is totally fixed and playable.  Maybe the same speed enhancer could help improve Street Fighter Alpha 2/Zero 2 as well.

I'd rather see SA-1 before S-DD1 to be honest.
Title: Re: gsu (superfx) support [work in progress]
Post by: Gumball on April 25, 2018, 10:29 PM
Me too. Super Mario RPG is a must for me and I no longer have a copy of it.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 25, 2018, 10:36 PM
Me too. Super Mario RPG is a must for me and I no longer have a copy of it.

But again, we don't know if there's room for SA-1 =/
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 25, 2018, 10:43 PM
Just thought I'd pipe in that Doom with Redguy's fast speed option is totally fixed and playable.  Maybe the same speed enhancer could help improve Street Fighter Alpha 2/Zero 2 as well.
Yeah, that's not going to happen. That specifically has to do with the GSU-1/2 chip being emulated at a faster speed than it ran at originally. There have been people who overclocked the GSU-1 on a real cart with similar results. It's not something you could do on just any game though, and all the S-DD1 chip is used for is for graphics decompression. However, I get the feeling the annoying load times could be decreased or eliminated just by making the SNES load fewer audio samples. Perhaps getting rid of the announcer altogether or just keeping "FIGHT!" (or maybe replacing fight with a generic punch sound or something, I don't know...) would be enough.

Edit: OOOOR, use MSU-1 for the music, freeing up RAM on the S-SMP for more samples to eliminate the load times AND get great-sounding arcade music at the same time. This would probably be the ultimate solution.

I'd rather see SA-1 before S-DD1 to be honest.
Well yeah, of course. I would rather have had SA-1 before GSU, too! But SA-1 is a lot iffier, and even if it can be implemented, it's much harder to implement than S-DD1. My understanding is that there is even a native S-DD1 decompressor that just uses the SNES CPU, though obviously you couldn't use it on-the-fly in a game.
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on April 26, 2018, 07:15 AM
Well, yeah, but the Retrode can't dump the SRAM from SA-1 (or S-DD1) games. Neither can the Super UFO Pro 8 or my Mash Mods SNES programmer.

I dumped the SRAM off of my Super Mario RPG cart just fine with the Super UFO Pro 8.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 26, 2018, 08:19 AM
Oh, so hey, I've been derailing this thread like crazy, but now I have something to bring the topic back to the gsu beta--and I owe it all to my earlier thought about an MSU-1 version of Street Fighter Alpha 2 (though I still think this idea is swiggety-sweet *wink*).

I have a Rev. F SD2SNES, and with the most recent ikari firmware a +12dB audio boost is about right for most normalized MSU-1 games, but when I swap SD cards to the one that has my GSU beta firmware (v08, but of course), that is WAY TOO LOUD, and I have to turn the boost off. So I think this firmware may have broken the audio boost option. Can anybody with both firmwares readily available see if you can replicate this problem with MSU-1 stuff?

I suppose it's preferable to test this on an older SD2SNES like mine, though I wonder if the problem might not be even worse on rev. H.
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on April 26, 2018, 11:24 AM
+9.5db is usually the sweet spot for me on my Rev. F.

I can't test at the moment, not for a few hours anyway. It depends on the game and the balance between PCM volume and SPC sound effect volume. Just to rule it out, did you use the same game to test or is it happening on all games?
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on April 26, 2018, 02:37 PM
Oh, so hey, I've been derailing this thread like crazy, but now I have something to bring the topic back to the gsu beta--and I owe it all to my earlier thought about an MSU-1 version of Street Fighter Alpha 2 (though I still think this idea is swiggety-sweet *wink*).

I have a Rev. F SD2SNES, and with the most recent ikari firmware a +12dB audio boost is about right for most normalized MSU-1 games, but when I swap SD cards to the one that has my GSU beta firmware (v08, but of course), that is WAY TOO LOUD, and I have to turn the boost off. So I think this firmware may have broken the audio boost option. Can anybody with both firmwares readily available see if you can replicate this problem with MSU-1 stuff?

I suppose it's preferable to test this on an older SD2SNES like mine, though I wonder if the problem might not be even worse on rev. H.

Not anymore. I had a Rev E2, but modded it up to Rev H and thus don't have any volume problems anymore at all. Would be strange if the MSU audio level would be a problem because that stuff is untouched as far as I can see.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 26, 2018, 03:40 PM
+9.5db is usually the sweet spot for me on my Rev. F.

I can't test at the moment, not for a few hours anyway. It depends on the game and the balance between PCM volume and SPC sound effect volume. Just to rule it out, did you use the same game to test or is it happening on all games?
Yeah, I think +9.5dB is better on 0.1.7e too. I was just using +12dB because I'd read that's what brings it closest to the Higan implementation. Anyway, +9.5 is also way too loud and clips like crazy on my v08 SD card. I have to turn the boost all the way off.

And yes, I used the Blake Robinson orchestral Super Metroid WITH the 2018 normalized audio on both. At first, I thought I'd forgotten to copy the normalized audio files to the v08 card, so I copied them again, and nope, that wasn't the problem. And just for you, I went and tested Super Road Blaster, Ninja Gaiden Trilogy (with NES music), and Rock 'n Roll Racing (with the normalized audio pack with vocals). I couldn't hear the beeps at all on Super Road Blaster, Ninja Gaiden Trilogy was the least bad, but still obviously too loud, and I could barely hear the announcer over Ozzy on Rock 'n Roll Racing.
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on April 26, 2018, 04:08 PM
I just tested mine and there's no differences for me. It's exactly the same as it was on previous GSU versions, and stock firmware. No idea what the problem could be on your end.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 26, 2018, 05:30 PM
I just tested mine and there's no differences for me. It's exactly the same as it was on previous GSU versions, and stock firmware. No idea what the problem could be on your end.
Ack, thought maybe it might have something to do with using the dotsarecool modified menu.bin, so I redownloaded both firmwares and put the original, unaltered menu.bin from each firmware on their respective cards. No difference--still way too loud with the boost on v08, but not on vanilla 0.1.7e.

I also opened up my SD2SNES to confirm the PCB revision. It is NOT revision F, but Revision E1 (I have one of the first StoneAgeGamer SD2SNESes, lucky #013).
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 26, 2018, 06:05 PM
RedGuy just released a small v08.2 update which fixes GSU-1 and GSU-2 timings.

Copy this over v08:
https://cdn.discordapp.com/attachments/430550791552630800/439066633458417684/fpga_gsu.bit

I have compared Stunt Race FX (GSU-2) intro+'first yellow car demo' and StarFox 2 demo (GSU-2), both stayed in sync almost to the frame.
Also, Vortex (GSU-2) looks pretty spot on.
Moreover, GSU-1 timing improved and now the ship explodes by the two rockets 95% of the time, and timing matches more closely.

Have Fun.
Title: Re: gsu (superfx) support [work in progress]
Post by: nensondubois on April 26, 2018, 06:17 PM
I just tested Doom again with .08 and I noticed yellow specks in the walls of level 3 E1. I haven't had time to test other games.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 26, 2018, 06:36 PM
RedGuy just released a small v08.2 update which fixes GSU-1 and GSU-2 timings.
Welp, there goes my evening...
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 26, 2018, 06:40 PM
@nensondubois
I just played through levels 1-3 and everything is okay.
Please take a photo of the TV next time.

@Eyedunno
lol
Give GSU-2 some love too, I want to see some side by side videos.  ;)
It would be lovely to see the 3 side-by-side videos of StarFox1 you did last time but with v08.2.
Title: Re: gsu (superfx) support [work in progress]
Post by: adimifus on April 26, 2018, 07:04 PM
Ack, thought maybe it might have something to do with using the dotsarecool modified menu.bin, so I redownloaded both firmwares and put the original, unaltered menu.bin from each firmware on their respective cards. No difference--still way too loud with the boost on v08, but not on vanilla 0.1.7e.

I also opened up my SD2SNES to confirm the PCB revision. It is NOT revision F, but Revision E1 (I have one of the first StoneAgeGamer SD2SNESes, lucky #013).

I also have an early StoneAgeGamer SD2SNES from their first batch (#26) I can check later if I have similar issues, although I think mine is rev E2. I'll double check that when I get home later, too.

EDIT Turns out mine is rev E1-- even says so on the sticker on the back of the cart. No idea why I thought it was an E2...
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 26, 2018, 07:35 PM
@Eyedunno
lol
Give GSU-2 some love too, I want to see some side by side videos.  ;)
It would be lovely to see the 3 side-by-side videos of StarFox1 you did last time but with v08.2.
That's the plan, but this time, I'll probably just compare it side-by-side with the original cartridge, since you can check the other video to see how flawed the SNES Classic Edition is. Then I will play it all the way through to see how it plays in general, and how the end credits sync with the music.

The thing about GSU-2 is that I'm much less familiar with those games, and Doom and Yoshi's Island are the only ones I own the carts of (and I kinda prefer fast mode for Doom, honestly, inaccurate though it may be). I may still compare Yoshi's Island at some point though. Is "Touch Fuzzy, Get Dizzy" a good level to compare? Would be sweet if someone could send me an SRM file (Japanese version!) so I can just pop right into that level. I own Yoshi's Island, but I've only ever played a few levels.

I also have an early StoneAgeGamer SD2SNES from their first batch (#26) I can check later if I have similar issues, although I think mine is rev E2. I'll double check that when I get home later, too.
Thank you so much!
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on April 26, 2018, 08:15 PM
RedGuy just released a small v08.2 update which fixes GSU-1 and GSU-2 timings.

Copy this over v08:
https://cdn.discordapp.com/attachments/430550791552630800/439066633458417684/fpga_gsu.bit

I have compared Stunt Race FX (GSU-2) intro+'first yellow car demo' and StarFox 2 demo (GSU-2), both stayed in sync almost to the frame.
Also, Vortex (GSU-2) looks pretty spot on.
Moreover, GSU-1 timing improved and now the ship explodes by the two rockets 95% of the time, and timing matches more closely.

Have Fun.

Works with "vTest"?
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 26, 2018, 11:34 PM
Okay, managed to find time to do this on my lunch hour:

https://youtu.be/-6D_F2cZO8w (https://youtu.be/-6D_F2cZO8w)

The catch is that this is the revision 1.0 (North American) rom. With the revision 1.2 rom, the timing is off at least as much as it was, for some reason, if not more so. Still, impressive. I will check out the end credits this evening with the 1.0 rom.

Edit: Insane that there are no more replies since my last post 7 hours or so ago. Oh well, recorded myself beating the last two bosses and getting the credits sequence, and spoilers: still a nope. Credits sequence takes about 15 seconds too long, so if I'm accurate about where the final music cue starts, it's about 9% too slow. Video below:
https://youtu.be/0abVzoWDeac (https://youtu.be/0abVzoWDeac)
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 27, 2018, 07:09 AM
Thanks @Eyedunno.
I get exactly the same timing for SF1 and SF1.2, the explosion of the ship when it is on the ground is spot on.
Yes, the credits are off, but the rest of the game is more accurate than any emulator or SNES-Classic, try snes9x credits. ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: adimifus on April 27, 2018, 09:22 AM
I also have an early StoneAgeGamer SD2SNES from their first batch (#26) I can check later if I have similar issues, although I think mine is rev E2. I'll double check that when I get home later, too.
Thank you so much!

I opened up my SD2SNES, and it turns out I have a rev E1. Not sure why I thought it was an E2-- it even says "rev E1" on the sticker on the back of the shell...

I did a comparison of Super Road Blaster on stock 0.1.7e (top) and 0.1.7e-gsu-v08 (bottom):
https://i.imgur.com/z70jPoG.png
They seem pretty much identical to me.

Here's a quick video I put together comparing them along with Super Mario Odyssey MSU-1 (since it uses both MSU-1 audio and regular sound effects to show the difference between them):
https://youtu.be/HOK_s3atsFk
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 27, 2018, 04:08 PM
Thanks @Eyedunno.
I get exactly the same timing for SF1 and SF1.2, the explosion of the ship when it is on the ground is spot on.
Yes, the credits are off, but the rest of the game is more accurate than any emulator or SNES-Classic, try snes9x credits. ;)
Funny. I tested it with 1.2 three times at lunch. Two out of three times, I hit the top of the arch thingy where you get the Twin Blasters. The other time, I died a little later than on the cart. I tested it just now on my S-video modded mini though, and the timing was indeed fine. I'll check on the Super Nt again in a sec.

Edit: Just checked 1.2 on the Super Nt again, and it too was fine. Must've been a fluke earlier, though the fact that it was three times in a row is sure weird. Oh well.

I will maybe check level 2 tonight.

I also have an early StoneAgeGamer SD2SNES from their first batch (#26) I can check later if I have similar issues, although I think mine is rev E2. I'll double check that when I get home later, too.
Thank you so much!

I opened up my SD2SNES, and it turns out I have a rev E1. Not sure why I thought it was an E2-- it even says "rev E1" on the sticker on the back of the shell...

I did a comparison of Super Road Blaster on stock 0.1.7e (top) and 0.1.7e-gsu-v08 (bottom):
https://i.imgur.com/z70jPoG.png
They seem pretty much identical to me.

Here's a quick video I put together comparing them along with Super Mario Odyssey MSU-1 (since it uses both MSU-1 audio and regular sound effects to show the difference between them):
https://youtu.be/HOK_s3atsFk

Thank you so much. That was a crazy amount of work, and you know what I hadn't bothered to check? The version on my regular SD card! It was a USB version of the firmware that I haven't used in almost a year and forgot I ever installed. Evidently the boost wasn't working right there, and I guess maybe my cart audio setting was too high on the Super Nt. The audio still clips at +12dB, even on an original SNES, but at least I know it wasn't the GSU-1 firmware after all.

Sorry to have wasted so much of your time on that.
Title: Re: gsu (superfx) support [work in progress]
Post by: olivil on April 27, 2018, 05:22 PM
Would it be possible to have an estimate of the equivalent SuperFX clock speed in the "fast" setting? :)
Title: Re: gsu (superfx) support [work in progress]
Post by: adimifus on April 27, 2018, 05:37 PM
Thank you so much. That was a crazy amount of work, and you know what I hadn't bothered to check? The version on my regular SD card! It was a USB version of the firmware that I haven't used in almost a year and forgot I ever installed. Evidently the boost wasn't working right there, and I guess maybe my cart audio setting was too high on the Super Nt. The audio still clips at +12dB, even on an original SNES, but at least I know it wasn't the GSU-1 firmware after all.

Sorry to have wasted so much of your time on that.

No big deal. Glad you got it figured out.
Title: Re: gsu (superfx) support [work in progress]
Post by: nensondubois on April 28, 2018, 08:22 AM
@nensondubois
I just played through levels 1-3 and everything is okay.
Please take a photo of the TV next time.

@Eyedunno
lol
Give GSU-2 some love too, I want to see some side by side videos.  ;)
It would be lovely to see the 3 side-by-side videos of StarFox1 you did last time but with v08.2.

https://twitter.com/nensondubois_/status/990097877509668865

Here are the pictures I took in Fast mode.
(https://pbs.twimg.com/media/Db2ILPNV0AEBidK.jpg)
(https://pbs.twimg.com/media/Db2IQe5V4AEYXpO.jpg)
(https://pbs.twimg.com/media/Db2IZtCU8AAbrCf.jpg)
(https://pbs.twimg.com/media/Db2If9IVwAE1WIW.jpg)
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 28, 2018, 08:35 AM
That is perfectly normal.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 28, 2018, 10:45 AM
Stage 2 comparison.
https://youtu.be/or2Sstdy7fE (https://youtu.be/or2Sstdy7fE)

Also, I touched fuzzy and got dizzy.
https://youtu.be/Pus2I9aPUY4 (https://youtu.be/Pus2I9aPUY4)

Yoshi's Island really looks terrific to me, but I don't know the game very well and don't know what's RNG as far as the fuzzy spawns and the color changes go. (Incidentally, I synced them up to start exactly 60 frames before the first fuzzy hits.)
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on April 28, 2018, 04:07 PM
^looks close enough to fool anyone, that's extremely impressive!
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on April 28, 2018, 04:23 PM
Yep, that is very close indeed.

Now that the speed is correct, and it works from most if not all people, and the hype is settled down, I wonder if ikari and redguy are ready to merge it to the main firmware.
He (ikari) added some 1Chip related fixes to the main firmware that I really want to try, but not yet the cheat menu.

Might me a v1.7f on the horizon.
Now we....wait...  :-X
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 28, 2018, 05:14 PM
Why?, is not finished, in hook option continue not working. I really apreciate many people want the 1:1  time pixel perfect syncronization with the original cartridges. But other people do not pay much attention to that when play with sd2snes and want another features back.
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on April 28, 2018, 07:04 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast 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 :)
Title: Re: gsu (superfx) support [work in progress]
Post by: Alvis on April 28, 2018, 07:13 PM
I don't like constantly using the power button on my system, I want to preserve it's [sic] functionality for as long as I possibly can.

Relax. The power switch is trivial to replace, if you ever need to. Don't worry about wear.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 28, 2018, 08:54 PM
Here is another video, though this time it is not a comparison, as I think a comparison would be hard to do, but here is the level 5 boss of Yoshi's Island, showing off the enhanced rotation allowed by the GSU-2.
https://youtu.be/9x4gCWUbB0M (https://youtu.be/9x4gCWUbB0M)
This was my first time fighting this guy, and I suck at platformers in general, so don't razz me too hard, but hey, um, you get to see more of the rotation effect, haha.

Edit: Wow, just watched a video of someone beating this boss competently. Can't believe it didn't occur to me that I could pound the pegs while the raven was in motion instead of having to wait for him to stop.

Sort of reminds me of my first time playing Portal 2. I got to Wheatley and somehow was under the impression that he had completely surrounded himself with the bombproof shields in his third phase. So I thought I had to juggle a bomb with some portals and then pop a portal under him when he lowered his shields so the bomb would hit him, and I did in fact beat him that way. I felt like such a dummy when I watched a video of the boss fight afterwards and saw that he was completely unguarded from the rear the whole time, haha.

Edit #2:
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.
Here is how I feel about this. Firmware v0.1.4 was released around the same time krikzz started selling these. Here is ikari's update on this firmware at the time:
https://sd2snes.de/blog/archives/256 (https://sd2snes.de/blog/archives/256)
Note this:
Quote
Adjust Cx4 timing to be closer to the original (Mega Man now defeats the boss in attract mode in Mega Man X2; test this against some emulators for fun. ;))
Well, I did try it against some emulators, and I was amazed. And as great as GSU support already is a little over a month in, I want the best for our beloved SD2SNES. :)

My feeling is that you can do things like in-game hooks and cheat codes through emulation (and emulation is absolutely ideal for things like savestates, though I sort of wonder now if the Super Nt could do proper, emulator-like savestates on an SD card---whoa!), but accuracy requires a much more expensive, powerful machine than your typical plug-and-play emulator-in-a-box. So it's for that kind of thing that FPGA solutions shine.
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on April 28, 2018, 10:07 PM
Quote
Here is how I feel about this. Firmware v0.1.4 was released around the same time krikzz started selling these. Here is ikari's update on this firmware at the time:
https://sd2snes.de/blog/archives/256

Not sure what you are getting at? Before redguy came here, I had the latest sd2snes firmware, and was able to reset all my games with the button combination "L,R,Select,X" that would take me back to main menu of sd2snes.

When redguy implemented gsu-1/2, the firmware doesn't allow the user to reset from those versions of games, back to the main menu.

So that is what I'm waiting for, to be able to exit back to the main menu via button combination in gsu-1/2 games.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 28, 2018, 10:55 PM
Quote
Here is how I feel about this. Firmware v0.1.4 was released around the same time krikzz started selling these. Here is ikari's update on this firmware at the time:
https://sd2snes.de/blog/archives/256

Not sure what you are getting at? Before redguy came here, I had the latest sd2snes firmware, and was able to reset all my games with the button combination "L,R,Select,X" that would take me back to main menu of sd2snes.

When redguy implemented gsu-1/2, the firmware doesn't allow the user to reset from those versions of games, back to the main menu.

So that is what I'm waiting for, to be able to exit back to the main menu via button combination in gsu-1/2 games.
I understand that. But note that firmware 0.1.4 sure as hell didn't support a button combo to reset, but it did have more accurate Cx4 support than anything else available (and the timing has actually improved even more since then). My point is that accurate timing was a high priority from very early in SD2SNES' development history.
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on April 29, 2018, 09:41 AM
1) what i view in this log release  is ikari made a bug fix because if they not made it you can't kill the boss in atract mode, a normal thing.

2) ikari have their own preferences in development firmware, as red guy have their own preferennces in development firmware as me have mi own preferences when i write en z80 assembler for the amstrad cpc. So really this comparation with first sd2snes firmware don't have very sense for me really.

In the other hand, the only  we said is not time to merge it with official firmware because is not finished.  Is red guy  who made the decision of what feature implement first or not. If red guy want first search pixel perfect we are happy, we wait. If he search first made in hook games we hare happy too.
Title: Re: gsu (superfx) support [work in progress]
Post by: nihlathak on April 29, 2018, 03:11 PM
I've been enjoying this very much, but ran into a nasty bug just moment ago.

Bug: Deleted savegame
GSU Menu version: v08
System: 2-CHIP PAL SNES with region mod (in 60Hz) I was using an after market PSU.
ROM: Super Mario World 2 - Yoshi's Island (USA).sfc (No-Intro)
Stage: World 2, level 8
Reproducable: No
Description: I entered a room I had been in several times before. Suddenly I noticed the screen flicker for one frame, and the game was unresponsive after that. The music kept on playing correctly, but I had to soft reset the system in order to continue. After I reset the game the savegame was gone.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 29, 2018, 05:03 PM
1) what i view in this log release  is ikari made a bug fix because if they not made it you can't kill the boss in atract mode, a normal thing.

You don't kill anything in attract mode. Attract mode is the demo that runs automatically before you start playing the game. You would never notice he doesn't kill the boss unless you run the game and just watch for a few minutes without pressing a button. Like I said, it doesn't work right in any emulator, but that doesn't keep people from playing Mega Man X2 in emulators. A lot of people probably play it all the time in emulators and have never even noticed it's not accurate!

If you play the game, you can kill the boss just fine, because you can adapt if the timing is off by a few frames. It's pretty much EXACTLY the same situation as with the timing of these GSU games.

Edit: Another thing about this concern about in-game hooks that puzzles me is: aren't in-game hooks working again? It was my understanding that they were only shut off for GSU games. If my understanding is right, how major of an issue is that, really? Aren't there other games where the in-game hooks never worked anyway? According to the website, the buttons don't work in Final Fight 2, and in-game hooks don't work at all in at least 3 other games.
Title: Re: gsu (superfx) support [work in progress]
Post by: FartPuff on April 30, 2018, 07:52 PM
PSA for Analogue Super NT + SD2SNES

reset game:
Tap [↑] + [select]

write saves to SD card and reset to SD2SNES menu:
Hold [↑] + [select] for 3 seconds
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on April 30, 2018, 09:09 PM
PSA for Analogue Super NT + SD2SNES

reset game:
Tap [↑] + [select]

write saves to SD card and reset to SD2SNES menu:
Hold [↑] + [select] for 3 seconds
Doesn't work for me. Is it because I changed the button setting to Start+Select+↑?  ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on April 30, 2018, 09:17 PM
Quote
Here is how I feel about this. Firmware v0.1.4 was released around the same time krikzz started selling these. Here is ikari's update on this firmware at the time:
https://sd2snes.de/blog/archives/256

Not sure what you are getting at? Before redguy came here, I had the latest sd2snes firmware, and was able to reset all my games with the button combination "L,R,Select,X" that would take me back to main menu of sd2snes.

When redguy implemented gsu-1/2, the firmware doesn't allow the user to reset from those versions of games, back to the main menu.

So that is what I'm waiting for, to be able to exit back to the main menu via button combination in gsu-1/2 games.

You're completely mistaken.  The In-Game Hooks STILL work for all non-GSU roms!  This was fixed several versions ago.  Correct, for the GSU games, it's currently disabled and saving to SD is currently hampered.  Those features work for other games.  Given that GSU games did not even work prior to redguy, what's the beef?  Furthermore, why are you using the power switch?  If you hold reset button up, it returns to the SD2SNES menu.
Title: Re: gsu (superfx) support [work in progress]
Post by: TheShadowRunner on April 30, 2018, 09:45 PM
Correct, for the GSU games, it's currently disabled and saving to SD is currently hampered.
It seems to be auto-saving every 15 seconds for GSU games that support SRAM.
A more than fine enough compromise for the time being!
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on April 30, 2018, 09:47 PM
I don't have a beef, idk if you are misreading my posts? Yes, in game hooks work for my "non gsu" games. All that I was saying, is that I hope in game hooks will be implemented for gsu games, like star fox & yoshis island. And remarks like "why not use the reset" defeats the purpose of my remark. I wouldn't of said anything, if I just wanted to simply reset my console. I'll just refrain from posting anymore on this thread unless there is an issue with the firmware. I'm not missing any point.

My original post, clearly pointing out gsu.
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.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on April 30, 2018, 10:32 PM
PSA for Analogue Super NT + SD2SNES

reset game:
Tap [↑] + [select]

write saves to SD card and reset to SD2SNES menu:
Hold [↑] + [select] for 3 seconds

SRAM to SD has been working for some time, not sure where you got that info that you have to reset the game for SRAM to work. Been working since GSU firmware 0.4 IIRC.
Title: Re: gsu (superfx) support [work in progress]
Post by: netbeui on May 01, 2018, 12:16 AM
RedGuy just released a small v08.2 update which fixes GSU-1 and GSU-2 timings.

Where did you get this info? Just wondering as I'd like to know about these releases as soon as possible.

I checked the first post in this thread still points to v08 (not v08.2 as far a I can tell). And I checked on https://github.com/RedGuyyyy/sd2snes/releases/ but I don't see anything newer than v08 there.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on May 01, 2018, 12:59 AM
RedGuy just released a small v08.2 update which fixes GSU-1 and GSU-2 timings.

Where did you get this info? Just wondering as I'd like to know about these releases as soon as possible.

I checked the first post in this thread still points to v08 (not v08.2 as far a I can tell). And I checked on https://github.com/RedGuyyyy/sd2snes/releases/ but I don't see anything newer than v08 there.

Here https://discord.gg/EX57xnF
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 01, 2018, 09:40 AM
RedGuy just released a small v08.2 update which fixes GSU-1 and GSU-2 timings.

Where did you get this info? Just wondering as I'd like to know about these releases as soon as possible.

I checked the first post in this thread still points to v08 (not v08.2 as far a I can tell). And I checked on https://github.com/RedGuyyyy/sd2snes/releases/ but I don't see anything newer than v08 there.

Here https://discord.gg/EX57xnF

Any reason why it's there, but not on here?
Title: Re: gsu (superfx) support [work in progress]
Post by: sonicjhn on May 01, 2018, 11:55 AM
RedGuy just released a small v08.2 update which fixes GSU-1 and GSU-2 timings.

Where did you get this info? Just wondering as I'd like to know about these releases as soon as possible.

I checked the first post in this thread still points to v08 (not v08.2 as far a I can tell). And I checked on https://github.com/RedGuyyyy/sd2snes/releases/ but I don't see anything newer than v08 there.

For this exact reason, I didn't downloaded the so called "v8.2" update. It seemed very suspicious to me.

I think it's better to wait for Redguy himself to post another update.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 01, 2018, 01:04 PM
After we've fine tuned more accurate speed for gsu1 and gsu2 on discord, redguy updated the gsu file with the new speeds by user request but did not release a new firmware.
Note that the link to v8.2 is a direct link to his discord file, and I linked to it with his permission.
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on May 01, 2018, 03:27 PM
Discord is more recent and official, James-F is right. As always and everywhere, chat is easier and more up to date than forums. Feel free to join the Discord chat ^^
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on May 01, 2018, 04:24 PM
But what discord? Where is it published?
Title: Re: gsu (superfx) support [work in progress]
Post by: nihlathak on May 01, 2018, 04:44 PM
But what discord? Where is it published?

AFAIK only this unofficial comment has been made with the URL:

RedGuy just released a small v08.2 update which fixes GSU-1 and GSU-2 timings.

Where did you get this info? Just wondering as I'd like to know about these releases as soon as possible.

I checked the first post in this thread still points to v08 (not v08.2 as far a I can tell). And I checked on https://github.com/RedGuyyyy/sd2snes/releases/ but I don't see anything newer than v08 there.

Here https://discord.gg/EX57xnF
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on May 01, 2018, 04:46 PM
But what discord? Where is it published?

Analogue Community Server.

https://discord.gg/HpBMd8
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 01, 2018, 05:35 PM
After we've fine tuned more accurate speed for gsu1 and gsu2 on discord, redguy updated the gsu file with the new speeds by user request but did not release a new firmware.
Note that the link to v8.2 is a direct link to his discord file, and I linked to it with his permission.

Which section in the Discord server is the actual download? SD2SNES? Flash-cart discussion? I'm lost ><

But what discord? Where is it published?

Analogue Community Server.

https://discord.gg/HpBMd8

Yes, but which section in the server? There's a lot of sections to chat in, no one has specified where to actually download it?  That link only shows the server, not where to actually download the firmware update.  :-\
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 01, 2018, 05:42 PM
Discord
Analogue Community Server.
sd2snes-discussion.

Search for "Changed latencies." in the search box and you'll find RedGuy's file.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 01, 2018, 05:56 PM
Discord
Analogue Community Server.
sd2snes-discussion.

Search for "Changed latencies." in the search box and you'll find RedGuy's file.

Just wondering why it wasn't pinned or mentioned it was on Page 42.
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on May 02, 2018, 02:57 PM
A chat/messenger app is how it's being distributed now? Odd.
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on May 02, 2018, 03:25 PM
I'm sure Redguy will post here once it makes it to version 9. I think the small steps are for those who are really trying the latest versions and not for the main group here.

That being said, how many more versions before it makes it into official firmware?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 02, 2018, 04:18 PM
A chat/messenger app is how it's being distributed now? Odd.
Nothing is distributed on a chat.
The important updates are posted here by redguy himself.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 02, 2018, 06:03 PM
v09 is up
First post.

Quote
Updated timing parameters.
Added support for ingame hooks. Disabled for Doom.

Try disabling in-game hooks if there is any weird behavior.  They are not well tested.
Title: Re: gsu (superfx) support [work in progress]
Post by: marcus.miranda on May 02, 2018, 07:17 PM
v09 is up
First post.

Quote
Updated timing parameters.
Added support for ingame hooks. Disabled for Doom.

Try disabling in-game hooks if there is any weird behavior.  They are not well tested.
I have a question. Is this v09 "bunbled" with v08.2 .bit file?
Title: Re: gsu (superfx) support [work in progress]
Post by: NOBODY on May 02, 2018, 07:34 PM
I'm sure Redguy will post here once it makes it to version 9. I think the small steps are for those who are really trying the latest versions and not for the main group here.

That being said, how many more versions before it makes it into official firmware?

Stupid question. Why does it matter? He is doing it without receive any penny and people still complaining. It's unbelievable. Just sit your bottom in chair and wait! He will make  how many versions he thinks its necessery to set annoying people like you happy and you my dear are still complaing about the time it is taking.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on May 02, 2018, 08:34 PM
Thx redguy for the update.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on May 02, 2018, 08:37 PM
I'm sure Redguy will post here once it makes it to version 9. I think the small steps are for those who are really trying the latest versions and not for the main group here.

That being said, how many more versions before it makes it into official firmware?

Stupid question. Why does it matter? He is doing it without receive any penny and people still complaining. It's unbelievable. Just sit your bottom in chair and wait! He will make  how many versions he thinks its necessery to set annoying people like you happy and you my dear are still complaing about the time it is taking.

 :D,and then people ask why many devs says bye bye,patience this days is asking to much.
The same with the ssds3 from terraonion,people have no clue what for work and time goes in such projects.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 02, 2018, 08:59 PM
:D,and then people ask why many devs says bye bye,patience this days is asking to much.
The same with the ssds3 from terraonion,people have no clue what for work and time goes in such projects.
I would be all over the ssds3 if it had HDMI Out. I suggested a flashcart that used the expansion port years back, I'm thinking when the original TED came out. But now that it's out and pretty much perfect by those standards, I'm spoiled by the Super Nt. The price also sort of holds me back as well though. I know it's expensive to produce, but then I think of what I'd actually use it for--Fatal Fury 2, Rondo of Blood, and maybe a few RPGs, and I dunno if that's worth $300 to me right now.

Anyway, I think people's impatience is an act of love for the SNES, but I think in some cases, they'd better be ready to wait a long time. I've waited 6 years for GSU support never pushing ikari_01 and sometimes getting mad at those who did, and now that it's here and getting better almost by the week, people are clamoring for SA-1 support, despite that being more questionable to implement than the GSU ever was.

Anyway, I'm also curious if the timing improvements for v09 are the same as for v08.2 or if it's been further refined. Anyone know?
Title: Re: gsu (superfx) support [work in progress]
Post by: AlxUnderBase on May 02, 2018, 09:12 PM
Thanks Redguy ! Will be much better from now on ...  :)
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on May 02, 2018, 09:22 PM
:D,and then people ask why many devs says bye bye,patience this days is asking to much.
The same with the ssds3 from terraonion,people have no clue what for work and time goes in such projects.
I would be all over the ssds3 if it had HDMI Out. I suggested a flashcart that used the expansion port years back, I'm thinking when the original TED came out. But now that it's out and pretty much perfect by those standards, I'm spoiled by the Super Nt. The price also sort of holds me back as well though. I know it's expensive to produce, but then I think of what I'd actually use it for--Fatal Fury 2, Rondo of Blood, and maybe a few RPGs, and I dunno if that's worth $300 to me right now.

Anyway, I think people's impatience is an act of love for the SNES, but I think in some cases, they'd better be ready to wait a long time. I've waited 6 years for GSU support never pushing ikari_01 and sometimes getting mad at those who did, and now that it's here and getting better almost by the week, people are clamoring for SA-1 support, despite that being more questionable to implement than the GSU ever was.

Anyway, I'm also curious if the timing improvements for v09 are the same as for v08.2 or if it's been further refined. Anyone know?

People must learn that they have to be patient,if its needed 10 more revisions,so be it,better don't push people like redguy,he does it for free and he seems to be  a real pro,and the most important,he also have a life  besides program gsu for sd2snes.
Give it some time to perfekt it,and when he have the desire to work on sa1,he will do that.
Rev9 works fine here.
Title: Re: gsu (superfx) support [work in progress]
Post by: D4v3WTF on May 02, 2018, 09:24 PM
This is absolutely amazing Redguy! Thank you very much for your hard work! Do you have PayPal? I like to donate you some of my €uros! My brother and me brought an SD2SNES back a few years directly from Krikzz, it was an Rev. F. I’ve updated it to Rev. H with ikaris Infos. Everything works like it should! I would like to donate some €uros ikari too, his work is absolutely amazing!

Edit: My SNES is a PAL 1Chip01, modded with the RGB, CSync, SuperCIC, UIGR and the 50/60 Hz Mod! All Games work without any problems.
Greets
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on May 02, 2018, 09:26 PM
This is absolutely amazing Redguy! Thank you very much for your hard work! Do you have PayPal? I like to donate you some of my €uros! My brother and me brought an SD2SNES back a few years directly from Krikzz, it was an Rev. F. I’ve updated it to Rev. H with ikaris Infos. Everything works like it should! I would like to donate some €uros ikari too, his work is absolutely amazing!

Greets

Yep,he did a great job on gsu,and ikari with the sd2snes,they both earn a statue.
Title: Re: gsu (superfx) support [work in progress]
Post by: D4v3WTF on May 02, 2018, 10:59 PM
This is absolutely amazing Redguy! Thank you very much for your hard work! Do you have PayPal? I like to donate you some of my €uros! My brother and me brought an SD2SNES back a few years directly from Krikzz, it was an Rev. F. I’ve updated it to Rev. H with ikaris Infos. Everything works like it should! I would like to donate some €uros ikari too, his work is absolutely amazing!

Edit: My SNES is a PAL 1Chip01, modded with the RGB, CSync, SuperCIC, UIGR and the 50/60 Hz Mod! All Games work without any problems.
Greets

Where can i found the infos about the updating of the Rev. F to Rev. H ? Thanks in advance, D4v3! (i found something and hope is the right way -> https://sd2snes.de/files/RevH/ )

Hey AlxUnderBase, I used most of the infos from this thread: http://krikzz.com/forum/index.php?topic=5273.0. You can find some pictures from me and others, with the modded SD2SNES. You don’t need to mod it from Rev. F to Rev. G! Just use the Rev. H Update! Rev. G had a problem with the MSU-1 volume, this was fixed in Rev. H.

Good luck!
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on May 02, 2018, 11:16 PM
I'm sure Redguy will post here once it makes it to version 9. I think the small steps are for those who are really trying the latest versions and not for the main group here.

That being said, how many more versions before it makes it into official firmware?

Stupid question. Why does it matter? He is doing it without receive any penny and people still complaining. It's unbelievable. Just sit your ass in chair and wait! He will make  how many versions he thinks its necessery to set annoying people like you happy and you fuckers  are still complaing about the time it is taking.

Stupid question indeed, don't worry I see a lot of them online! Still, I'll answer it for you. It matters because I asked, and despite how emotional you are about "something" I don't think questioning, or discussing something you are interested in on a discussion board about said thing is out of line. Also, I don't think it was any kind of demand from anyone, it was an open question, really to anyone, not just developers about, hey guys, how many versions do you think before this beta goes gold? Are we close on the timings? Hooks? Cheats? etc.

What drives away people is immature people getting on a discussion forum and calling people "fuckers" for asking questions.
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on May 02, 2018, 11:29 PM
^Yikes, chill out and don't let the comments get to you like this.  :o
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 02, 2018, 11:42 PM
Thanks for your hard work!  8)

^Yikes, chill out and don't let the comments get to you like this.  :o

Defending NOBODY's strong and immature, sophomoric comment doesn't help either.
Title: Re: gsu (superfx) support [work in progress]
Post by: Ramsis on May 02, 2018, 11:53 PM
Thanks indeed, redguy, as any progress is better than no progress at all. :D

Timing of v8 (haven't had the time to install and try v9 yet) seems to be way off though.

Just try Vortex (any region) and see how the logo explosion is totally out of sync with audio, as opposed to a real cart (whether it be NTSC or PAL), that is, unless in GSU "fast mode". So IMHO, your "fast mode" is really normal GSU speed, and your "normal mode" is simply useless :D
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 03, 2018, 12:25 AM
Thanks indeed, redguy, as any progress is better than no progress at all. :D

Timing of v8 (haven't had the time to install and try v9 yet) seems to be way off though.

Just try Vortex (any region) and see how the logo explosion is totally out of sync with audio, as opposed to a real cart (whether it be NTSC or PAL), that is, unless in GSU "fast mode". So IMHO, your "fast mode" is really normal GSU speed, and your "normal mode" is simply useless :D
Hi Ramsis! I may remember you from your Powerpak stuff.

Fast mode actually is faster than real hardware though, as demonstrated in Yoshi's Island, Star Fox, and Doom (with most of us seeming to prefer how Doom runs in fast mode compared to the real cart). I don't know if Vortex has some kind of speed throttle that makes fast mode look right, while regular speed is too slow, but lots of things are currently complicated.

The credits on Star Fox run about 15 seconds too slow in normal mode. However, the speed of stages 1 and 2 are almost right, as demonstrated by some videos I put up earlier in this thread. Meanwhile, I saw another video showing Yoshi's Island runs a little too fast under certain circumstances (original cart experiences some slowdown, while SD2SNES does not).

I think it's fair to say that the GSU firmware is in most (but not all) respects better than SNES9X and Canoe, but it's only been out for what? 6 weeks? ikari_01 has updated Cx4 timing at least four times since 2012 by my count, even though it was already pretty good in 2012.
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on May 03, 2018, 12:35 AM
Thanks for the excellent update, Redguy  8)

To those wondering why he (and other devs) distribute test builds in Discord; it's because there are extremely knowledgeable people there ready to do serious testing. That prevents publicly releasing an update that breaks things.
Title: Re: gsu (superfx) support [work in progress]
Post by: protheanbeacon on May 03, 2018, 01:46 AM
I just tested the ingame reset (in game hooks feature) on gsu v9 with all 9 Super FX games and it works on every single game.

The only anamolies with how it works being Star Fox 2 and Winter Gold as I seemingly have to hold L + R + select + X for a few extra moments to trigger it to take me back to the menu which is really no big deal.

All in all I echo everyone else who has said Redguy's work has been awesome and nothing short of phenomenal.

If gsu v9 ended up being the final version I personally wouldn't be able to say I was dissatisfied with it.

Its great, incredible work he's done here.

Edit: To further clarify I tested it on the Analog Super NT with the latest firmware for the console and since I'm an American I'm wasn't using PAL settings for it.
Title: Re: gsu (superfx) support [work in progress]
Post by: sonicjhn on May 03, 2018, 01:52 AM
Here the in-game reset didn't worked on gsu-2 games (Doom and Yoshi's Island).
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 03, 2018, 02:59 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on May 03, 2018, 04:39 AM
Defending NOBODY's strong and immature, sophomoric comment doesn't help either.
Where did I defend it? Try ignoring it.
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast 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.
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on May 03, 2018, 09:45 AM
^Yikes, chill out and don't let the comments get to you like this.  :o

Thanks, but I am chill! I think pestering people, especially ones developing is a bummer, but everyone should be treated with respect on here. This forum has always (thanks a ton Smokemonster and others!) helped me when I've had a problem with my EDs, and everyone has always been polite on here, even when "stupid" questions are asked. I think this new Super FX chip add on has driven a lot of new people here, which is great, but also, if anyone, new or old, gets a little rude, we need to stand up to them.

Be polite, be clear, but don't let anyone come here and call people names. There's plenty of other places out there for that!

One more time, thanks to Redguy for doing this, so very cool!
Title: Re: gsu (superfx) support [work in progress]
Post by: infidelity on May 03, 2018, 11:51 AM
v9 is great! I'm able to reset out of StarFox & Yoshi's Island! So awesome!
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on May 03, 2018, 06:11 PM
Looks like version 10 is going to fix powerslide.  I'll patiently wait :)  Really cool stuff.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 03, 2018, 06:43 PM
Looks like version 10 is going to fix powerslide.  I'll patiently wait :)  Really cool stuff.

No need to wait: https://www8.zippyshare.com/v/4sG7go1G/file.html

I built an unofficial one including the Power Slide fix and also ikari_01's prototype 1CHIP brightness fix (fixes Capcom games, A.S.P., etc. on 1CHIPs).
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 03, 2018, 07:33 PM
Thank you for that.
I invite you to the discord chat, there are very knowledgeable people there (including ikari, redguy, kevtris, and others), you obviously got the skill.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 03, 2018, 07:42 PM
Looks like version 10 is going to fix powerslide.  I'll patiently wait :)  Really cool stuff.

No need to wait: https://www8.zippyshare.com/v/4sG7go1G/file.html

I built an unofficial one including the Power Slide fix and also ikari_01's prototype 1CHIP brightness fix (fixes Capcom games, A.S.P., etc. on 1CHIPs).
What, does this make the shadow darker in A.S.P. on 1CHIPs? What effect does it have on other SNESes? Does it detect whether you have a 1CHIP, or does it work by some other mechanism?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 03, 2018, 07:47 PM
You can enable/disable the 1Chip fix in the menu.  :)
This indeed makes the ASP shadow visible like on the 2chip, and fixes the blurred top line and fade-in/out effects in Capcom (and more) games after doing the (C11) 470nF cap mod to remove ghosting.

In VERY simple terms:
It works like a game shark code, it injects a command that prevents the source of these 'bugs' to happen.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 03, 2018, 09:02 PM
You can enable/disable the 1Chip fix in the menu.  :)
Aw crap, this is gonna break the dotsarecool menu editor again, isn't it?
Title: Re: gsu (superfx) support [work in progress]
Post by: sonicjhn on May 03, 2018, 09:35 PM
Did someone made a comparison video between gsu v9 update and the original cart?
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 03, 2018, 09:48 PM
Did someone made a comparison video between gsu v9 update and the original cart?
I've been doing a lot of these with Star Fox, but I didn't with v09 because to me it looks a lot like v08.2. Dunno if there's a difference, to be honest.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 03, 2018, 09:49 PM
Thank you for that.
I invite you to the discord chat, there are very knowledgeable people there (including ikari, redguy, kevtris, and others), you obviously got the skill.

Not a huge fan of Discord. I don't like using proprietary services. If there's a Matrix room or IRC (or a Matrix bridge to the Discord room), I'd be happy to join that!

Also forgot to release the source code to comply with GPL v2. Not too familiar with git, so I'm just going to upload the changed portions (snes and src folders, for the updated fpga_base.bit, ikari_01's develop branch has it, and it's unmodified). Code is a bit messy and lacks additional comments, but I just wanted it to work and I didn't intend to release originally. If you would like to merge, please use ikari_01's develop branch instead. The only thing changed was the memory map location for the brightness patch in the menu was changed from $009C to $009D (in snes/memmap.i65) to avoid conflicts with the GSU speed option. It doesn't seem to break anything.

https://www57.zippyshare.com/v/2HIR7WqF/file.html
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on May 03, 2018, 11:09 PM
Looks like version 10 is going to fix powerslide.  I'll patiently wait :)  Really cool stuff.

No need to wait: https://www8.zippyshare.com/v/4sG7go1G/file.html

I built an unofficial one including the Power Slide fix and also ikari_01's prototype 1CHIP brightness fix (fixes Capcom games, A.S.P., etc. on 1CHIPs).

Woow nice!

You can enable/disable the 1Chip fix in the menu.  :)
Aw crap, this is gonna break the dotsarecool menu editor again, isn't it?
You were right. After uploading, the highlighted message appears.
(https://i.imgur.com/K9MJ0Qh.png)
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 04, 2018, 12:22 AM
You were right. After uploading, the highlighted message appears.
(https://i.imgur.com/K9MJ0Qh.png)
:( Can I still use the Power Slide fix, but keep the old menu.bin? I rarely use my SFC Jr. since I got my Super Nt, and I don't know if I care about A.S.P. that much anyway. (Actually, I know I don't. I don't own the cart, and I only have it on my complete no-intro set that I only use for testing games and not for regular play.)
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 04, 2018, 12:28 AM
:( Can I still use the Power Slide fix, but keep the old menu.bin? I rarely use my SFC Jr. since I got my Super Nt, and I don't know if I care about A.S.P. that much anyway. (Actually, I know I don't. I don't own the cart, and I only have it on my complete no-intro set that I only use for testing games and not for regular play.)
Yup. The fix is in the firmware.img file. You might have to rebuild it without the 1CHIP fixes though, but you can try it.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on May 04, 2018, 01:06 AM
You can enable/disable the 1Chip fix in the menu.  :)
This indeed makes the ASP shadow visible like on the 2chip, and fixes the blurred top line and fade-in/out effects in Capcom (and more) games after doing the (C11) 470nF cap mod to remove ghosting.

In VERY simple terms:
It works like a game shark code, it injects a command that prevents the source of these 'bugs' to happen.

This is one of those OMG moments with the SD2Snes for me.  With  this update,  having an SD2Snes is better than having real carts! We're talking about a flashcart that fixes hardware related bugs!
Title: Re: gsu (superfx) support [work in progress]
Post by: tic on May 04, 2018, 02:23 AM
Thanks redguy for your hard work!. Always exist a black sheep right?, doom in this case :D.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 04, 2018, 02:30 AM
Thanks redguy for your hard work!. Always exist a black sheep right?, doom in this case :D.

Just ran DOOM with IGH just to see what would happen (the check happens by checking the title of the game in the header, so I just changed the header).

Yup. It's definitely broken :P. I wonder why that is.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 04, 2018, 06:08 PM
Can someone please try in game hooks in Yoshis Island during gameplay:
L+R+Select+X (reset to sd2snes menu).

It doesn't work for me during gameplay, but does work in the stage select screen.
Title: Re: gsu (superfx) support [work in progress]
Post by: AlxUnderBase on May 04, 2018, 06:33 PM
Can someone please try in game hooks in Yoshis Island during gameplay:
L+R+Select+X (reset to sd2snes menu).

It doesn't work for me during gameplay, but does work in the stage select screen.

doesn't work ! you're right sir !
Title: Re: gsu (superfx) support [work in progress]
Post by: Oli on May 04, 2018, 06:49 PM
Can someone please try in game hooks in Yoshis Island during gameplay:
L+R+Select+X (reset to sd2snes menu).

It doesn't work for me during gameplay, but does work in the stage select screen.

doesn't work ! you're right sir !

+1 Doesn't work for me too.
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on May 04, 2018, 07:05 PM
It's definitely a bit temperamental in Yoshi's Island. 
Title: Re: gsu (superfx) support [work in progress]
Post by: redguy on May 05, 2018, 08:06 AM
Check the first post for v10:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed bug in starfox related to use of dithered color for plot instruction.
Fixed power slide demo by forcing init of memory to $00.
Fixed very small cycle hole with go and irq bits. May fix a rare crash.

There's a small chance that a random crash in yoshi's island was caused by the irq or go bit bug that's now fixed.  It's a really small window where multiple things have to come together.  I'm not sure what actually happens when that occurs - it's game dependent.
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on May 05, 2018, 08:55 AM
Check the first post for v10:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed bug in starfox related to use of dithered color for plot instruction.
Fixed power slide demo by forcing init of memory to $00.
Fixed very small cycle hole with go and irq bits. May fix a rare crash.

There's a small chance that a random crash in yoshi's island was caused by the irq or go bit bug that's now fixed.  It's a really small window where multiple things have to come together.  I'm not sure what actually happens when that occurs - it's game dependent.

Thx again redguy.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 05, 2018, 05:30 PM
Check the first post for v10:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed bug in starfox related to use of dithered color for plot instruction.
Fixed power slide demo by forcing init of memory to $00.
Fixed very small cycle hole with go and irq bits. May fix a rare crash.

There's a small chance that a random crash in yoshi's island was caused by the irq or go bit bug that's now fixed.  It's a really small window where multiple things have to come together.  I'm not sure what actually happens when that occurs - it's game dependent.


Thank you  8)
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 05, 2018, 06:47 PM
Here is Redguy's v10 with the 1CHIP fix: https://www70.zippyshare.com/v/XdJCPQmR/file.html
Title: Re: gsu (superfx) support [work in progress]
Post by: fille1976 on May 05, 2018, 06:57 PM
Here is Redguy's v10 with the 1CHIP fix: https://www70.zippyshare.com/v/XdJCPQmR/file.html

thx for the update.
Title: Re: gsu (superfx) support [work in progress]
Post by: D4v3WTF on May 05, 2018, 07:15 PM
Here is Redguy's v10 with the 1CHIP fix: https://www70.zippyshare.com/v/XdJCPQmR/file.html
Awesome work! Thank you @RedGuy, @ikari and @iwasaperson!
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on May 05, 2018, 07:16 PM
Here is Redguy's v10 with the 1CHIP fix: https://www70.zippyshare.com/v/XdJCPQmR/file.html
Thanks for the Fix!
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 05, 2018, 07:17 PM
Here is Redguy's v10 with the 1CHIP fix: https://www70.zippyshare.com/v/XdJCPQmR/file.html
Awesome work! Thank you @RedGuy and @iwasaperson!

You should be thanking ikari_01. It's his fix. I just combined them :P
Title: Re: gsu (superfx) support [work in progress]
Post by: D4v3WTF on May 05, 2018, 07:40 PM
You’re right, I’ve edited my post  ;D
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 05, 2018, 08:15 PM
I made a couple videos, but they might be my last for Star Fox, at least until the credits are improved.

Stage 1 comparison:
https://youtu.be/PpA0fKhiFO4 (https://youtu.be/PpA0fKhiFO4)
Nothing much to see here; still pretty much the same as v08.2, which is to say really good.

Stage 2 comparison:
https://youtu.be/m92L_P2nQZs (https://youtu.be/m92L_P2nQZs)
I used the same video as last time for my capture from the rev. 1.2 cart. However, as noted in the video description, I tested again on the 1.2 cart, with very different results (Fox survived well past the blue checkpoint ring, and was only killed by the large orange enemies that fire plasma balls!). So I think there is more RNG involved after stage 1, and I think we can only judge by the speed at which the ship progresses through the level, which is very, very close.

Also, awesome that the "blue dithered debris" glitch when blowing up the orange asteroids has been fixed. I didn't even notice this until it was pointed out in the Discord chat.
Title: Re: gsu (superfx) support [work in progress]
Post by: Deltax5 on May 05, 2018, 08:31 PM
WIll the patched one effect any other snes systems. I got a 2 chip thou and a super nt. Just like to have it on there anyways? He should just put it in the next versions or fix the problem
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 05, 2018, 08:42 PM
fix the problem
The problem is with 1CHIP consoles, not with SD2SNES. Original cartridges have the same problem on 1CHIP consoles. That ikari came up with a fix for these well-known issues is actually sort of amazing. Dunno why you care if it's on there if you don't have a 1CHIP.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 05, 2018, 08:46 PM
I made a couple videos...
I think we can only judge by the speed at which the ship progresses through the level, which is very, very close.
Thanks Eyedunno for the videos.
Indeed very very close.

WIll the patched one effect any other snes systems. I got a 2 chip thou and a super nt. Just like to have it on there anyways? He should just put it in the next versions or fix the problem
Better turn it off with a 2chip or SuperNT, because they obviously don't have the issue.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 05, 2018, 09:52 PM
WIll the patched one effect any other snes systems. I got a 2 chip thou and a super nt. Just like to have it on there anyways? He should just put it in the next versions or fix the problem
You don't need it unless you have a 1CHIP, but it won't harm other systems. Since it is a toggleable option, then there's no reason not to have it for if you ever do have a 1CHIP, but otherwise, it's pointless.

If you have a 3CHIP or Super NT, you can still use the combined firmware, but I would leave the option off.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 06, 2018, 02:13 AM
WIll the patched one effect any other snes systems. I got a 2 chip thou and a super nt. Just like to have it on there anyways? He should just put it in the next versions or fix the problem
You don't need it unless you have a 1CHIP, but it won't harm other systems. Since it is a toggleable option, then there's no reason not to have it for if you ever do have a 1CHIP, but otherwise, it's pointless.

If you have a 3CHIP or Super NT, you can still use the combined firmware, but I would leave the option off.

What option do I need to change and where? Super NT here.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 06, 2018, 03:39 AM
What option do I need to change and where? Super NT here.
In Game Settings > 1CHIP Brightness Patch should be Off for the Super NT and 3CHIPs (on for 1CHIPs).

You can leave it on with 3CHIPs and the Super NT as well, and it won't hurt anything. It will just force sudden brightness changes to 0 (so the shadow under the plane in A.S.P. will be ever so slightly darker).
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 06, 2018, 05:00 AM
What option do I need to change and where? Super NT here.
In Game Settings > 1CHIP Brightness Patch should be Off for the Super NT and 3CHIPs (on for 1CHIPs).

You can leave it on with 3CHIPs and the Super NT as well, and it won't hurt anything. It will just force sudden brightness changes to 0 (so the shadow under the plane in A.S.P. will be ever so slightly darker).

Hmm okay, I can do that.
Title: Re: gsu (superfx) support [work in progress]
Post by: mrpopsicleman on May 07, 2018, 04:19 AM
In Game Settings > 1CHIP Brightness Patch should be Off for the Super NT and 3CHIPs (on for 1CHIPs).

You can leave it on with 3CHIPs and the Super NT as well, and it won't hurt anything. It will just force sudden brightness changes to 0 (so the shadow under the plane in A.S.P. will be ever so slightly darker).

Is this still an issue if the 1CHIP SNES is modded with Voultar's THS7374 RGB amp?
Title: Re: gsu (superfx) support [work in progress]
Post by: spray on May 07, 2018, 09:20 AM
Currently playing Yoshi's Hiland on this and it's very solid so far. It's a romhack where occasionally sprites get replaced with other sprites or move around erratically.
Title: Re: gsu (superfx) support [work in progress]
Post by: dvd2vcd on May 08, 2018, 12:34 AM
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on May 08, 2018, 06:27 AM
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.

Try pressing the gas.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 08, 2018, 09:35 PM
In Game Settings > 1CHIP Brightness Patch should be Off for the Super NT and 3CHIPs (on for 1CHIPs).

You can leave it on with 3CHIPs and the Super NT as well, and it won't hurt anything. It will just force sudden brightness changes to 0 (so the shadow under the plane in A.S.P. will be ever so slightly darker).

Is this still an issue if the 1CHIP SNES is modded with Voultar's THS7374 RGB amp?
Yes. It is an issue with the S-CPUN's (the 1CHIP's combined CPU/PPU1/PPU2) integrated DAC. Bypassing the RGB circuitry with another one of any kind will not fix the base issue with the DAC. The only thing that can fix it on a hardware level is a replacement S-CPUN, or if there was some way to output digital video from a SNES (which is not possible AFAIK without FPGA chip replacements).
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 08, 2018, 11:07 PM
Yes. It is an issue with the S-CPUN's (the 1CHIP's combined CPU/PPU1/PPU2) integrated DAC. Bypassing the RGB circuitry with another one of any kind will not fix the base issue with the DAC. The only thing that can fix it on a hardware level is a replacement S-CPUN, or if there was some way to output digital video from a SNES (which is not possible AFAIK without FPGA chip replacements).
Incidentally, I noticed in the discord that Socks the Cat Rocks the Hill behaves differently with this hack: when you pause, the screen should darken, but with the hack, it turns completely black.
Title: Re: gsu (superfx) support [work in progress]
Post by: EchopleX420247 on May 09, 2018, 02:05 AM
Hi, been busy with work but had checked out previous revisions and all were good except I noticed w/ version 10 that I don’t have 1Chip option in my game settings.  I have an early Super Famicom NTSC-J if that matters.  Not that I need the setting but curious it’s not an option in my menu.  Other than that, all is good and big thanks to everyone who is contributing
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 09, 2018, 02:11 AM
Hi, been busy with work but had checked out previous revisions and all were good except I noticed w/ version 10 that I don’t have 1Chip option in my game settings.  I have an early Super Famicom NTSC-J if that matters.  Not that I need the setting but curious it’s not an option in my menu.  Other than that, all is good and big thanks to everyone who is contributing
The 1chip option is an experimental option ikari_01 is working on. The GSU firmwares that had it were custom compiles by iwasaperson, and weren't from Redguy himself.

iwasaperson did one for v10 (below), but like you said, you don't need it. Not sure why you'd bother. :P
Here is Redguy's v10 with the 1CHIP fix: https://www70.zippyshare.com/v/XdJCPQmR/file.html
Title: Re: gsu (superfx) support [work in progress]
Post by: EchopleX420247 on May 09, 2018, 02:56 AM
I was just curious.  I thought it was added in to v10 as another feature.  On another note, I think Doom was the only game I couldn’t use the in game hooks.  Again, not a huge deal for me.  I’ve been getting up off my butt for 30 plus years to change games.  Lol
Title: Re: gsu (superfx) support [work in progress]
Post by: dvd2vcd on May 09, 2018, 12:39 PM
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.

Try pressing the gas.
tried all buttons. the screen jitters all over the place. its like the camera angle cant seem to settle down?
Title: Re: gsu (superfx) support [work in progress]
Post by: olsenn on May 15, 2018, 06:36 PM
What exactly is the speed difference between this and a normal Super-FX chip (as a percentage) in both 'Normal' and 'Fast' mode?

Is it the whole cart that runs slower, or just special effects using this chip?

Thanks,
Title: Re: gsu (superfx) support [work in progress]
Post by: GreenXarrow on May 15, 2018, 08:59 PM
v9+ (unofficial) was the only version that had new "fpga_base.bit" file, v10 does not. should I restore the original "fpga_base.bit" I had before, or leave it? what does it do? thanks
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 16, 2018, 12:25 AM
What exactly is the speed difference between this and a normal Super-FX chip (as a percentage) in both 'Normal' and 'Fast' mode?

Is it the whole cart that runs slower, or just special effects using this chip?
I'm not sure there is a simple answer to this. Like I have done some frame-synced comparisons with Star Fox, and the levels are pretty much perfect on normal mode, while the end credits are about 9% too slow. Meanwhile, Yoshi's Island apparently runs a bit too fast on a few occasions just by virtue of having a little less lag.

Fast mode is significantly faster. I haven't actually quantified this, but I would just guess 25-30% faster on Star Fox.

And no, it's obviously not "the whole cart" that runs faster, or it would be a general option, not a GSU option. It's similar to overclocking a Super FX chip, which some modders have done.
Title: Re: gsu (superfx) support [work in progress]
Post by: Fitzicks on May 16, 2018, 01:03 AM
I just tested the v10 on my retron3.  starfox, doom, SMB2, dirt trax all seem to be working fine!
Title: Re: gsu (superfx) support [work in progress]
Post by: jon_bone on May 16, 2018, 03:37 AM
I tried to copy the files over to the sd card but its says its write protected. How do I remove this write protection?
Title: Re: gsu (superfx) support [work in progress]
Post by: TheShadowRunner on May 16, 2018, 03:42 AM
I tried to copy the files over to the sd card but its says its write protected. How do I remove this write protection?
(https://support.usa.canon.com/library/attachments/ServiceWareImages/LDImages/SolutionAnswer/General_Digital_Camera/sdcardlocked.jpg)
Title: Re: gsu (superfx) support [work in progress]
Post by: jon_bone on May 17, 2018, 04:27 AM
It still won't let me copy them.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 17, 2018, 04:51 AM
v9+ (unofficial) was the only version that had new "fpga_base.bit" file, v10 does not. should I restore the original "fpga_base.bit" I had before, or leave it? what does it do? thanks
You should use the same fpga_base.bit that was included in the older v9+. v10+ doesn't include any changes to that file. fpga_base.bit is the FPGA core that the SD2SNES loads on boot and uses with non-special chip games.
Title: Re: gsu (superfx) support [work in progress]
Post by: GreenXarrow on May 17, 2018, 09:46 AM
v9+ (unofficial) was the only version that had new "fpga_base.bit" file, v10 does not. should I restore the original "fpga_base.bit" I had before, or leave it? what does it do? thanks
You should use the same fpga_base.bit that was included in the older v9+. v10+ doesn't include any changes to that file. fpga_base.bit is the FPGA core that the SD2SNES loads on boot and uses with non-special chip games.
people who start with v10, will likely have older fpga_base.bit
A42667646176B936D8810980A975344C

unless they caught the previous link in this thread for v9+ (unofficial)
FE1900267952E124285E0337F4391078

what's different between the two? thanks
Title: Re: gsu (superfx) support [work in progress]
Post by: Hexatendo on May 17, 2018, 10:02 AM
It still won't let me copy them.

It may be your computer. Try another computer. If it doesn't work, try another sd card.
What exactly is the speed difference between this and a normal Super-FX chip (as a percentage) in both 'Normal' and 'Fast' mode?

Is it the whole cart that runs slower, or just special effects using this chip?

Thanks,

Technically speaking, The GSU-2 (Fast speed) is 200% faster than GSU-1 (Normal Speed). It essentially doubles the processor speed with the GSU-2. I have tested it, and sometimes it clocks in normally with GSU-2, though that normally happens with things like a lot of objects on screen.
Title: Re: gsu (superfx) support [work in progress]
Post by: iwasaperson on May 17, 2018, 08:58 PM
people who start with v10, will likely have older fpga_base.bit
A42667646176B936D8810980A975344C

unless they caught the previous link in this thread for v9+ (unofficial)
FE1900267952E124285E0337F4391078

what's different between the two? thanks
The v9+ fpga_base.bit includes ikari_01's 1CHIP brightness fix, and the fpga_base.bit included in Redguy's firmware is identical to the official fpga_base.bit included in the latest SD2SNES firmware. Without replacing the fpga_base.bit file, the 1CHIP brightness option will do nothing (or worse, break something if it changes something that it's not supposed to since bit 6 in the FPGA [the bit that controls the fix] would be undefined).
Title: Re: gsu (superfx) support [work in progress]
Post by: Alvis on May 21, 2018, 10:16 AM
The GSU-2 (Fast speed) is 200% faster than GSU-1 (Normal Speed). It essentially doubles the processor speed with the GSU-2.

Wait, those aren't the same thing. "200% faster" would be triple the original speed, not double. Double is 100% faster.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on May 21, 2018, 11:34 AM
"Normal" will run GSU-1 and GSU-2 games at proper speed as the game intended, it is the game itself that selects between GSU-1 or GSU-2 (10MHz or 20MHz).
"Fast" will run the GSU FPGA core at maximum speed the SD2SNES FPGA will allow, effectively much faster than any real GSU chip.

On "Fast", games that are clock speed (MHz) sensitive, will run much faster than the developer intended, most noticeable is Star Fox, and Stunt Race FX.
Game that are not clock sensitive like Yoshi's Island or Doom will run properly but without the occasional stuttering in graphical heavy scenes.

It is recommended to leave the GSU speed at "Normal" for authentic experience for all GSU games.
Title: Re: gsu (superfx) support [work in progress]
Post by: adimifus on May 23, 2018, 05:27 PM
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.

I have the same problem. Moving the camera around works fine, but when I switch to the driving mode, the camera freaks out and all I can do is move the dot on the steering wheel. The A/B/X/Y buttons don't do anything. All I can do is take it back into the initial camera mode, where it works fine again.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on May 23, 2018, 05:41 PM
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.

I have the same problem. Moving the camera around works fine, but when I switch to the driving mode, the camera freaks out and all I can do is move the dot on the steering wheel. The A/B/X/Y buttons don't do anything. All I can do is take it back into the initial camera mode, where it works fine again.

Did you try to hold the "B or Y" button for a few seconds? (The car moves forward)

Here it works.

Edit.:
Hold Y to gas.
Hold B to reverse.
Title: Re: gsu (superfx) support [work in progress]
Post by: dvd2vcd on May 23, 2018, 09:44 PM
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.

I have the same problem. Moving the camera around works fine, but when I switch to the driving mode, the camera freaks out and all I can do is move the dot on the steering wheel. The A/B/X/Y buttons don't do anything. All I can do is take it back into the initial camera mode, where it works fine again.


Did you try to hold the "B or A" button for a few seconds? (The car moves forward)

Here it works.
can you make a quick video showing us please?
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on May 24, 2018, 03:24 AM
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.

I have the same problem. Moving the camera around works fine, but when I switch to the driving mode, the camera freaks out and all I can do is move the dot on the steering wheel. The A/B/X/Y buttons don't do anything. All I can do is take it back into the initial camera mode, where it works fine again.


Did you try to hold the "B or A" button for a few seconds? (The car moves forward)

Here it works.
can you make a quick video showing us please?

Yes, here:
https://youtu.be/oG5vg5tAsgA

My SNES Fat Rev 2, PPU1 1, PPU2 3.
FW Unofficial-GSU-v10+

Sorry for the bad vídeo.

Edit:
Hold the "button Y" until the car moves forward. (It takes a few seconds for it to move)
If you try to go back, the camera is glitch.
Title: Re: gsu (superfx) support [work in progress]
Post by: dvd2vcd on May 24, 2018, 03:20 PM
powerslide fix in v10? the demo is a jittery mess. whats fixed? thanks.

I have the same problem. Moving the camera around works fine, but when I switch to the driving mode, the camera freaks out and all I can do is move the dot on the steering wheel. The A/B/X/Y buttons don't do anything. All I can do is take it back into the initial camera mode, where it works fine again.


Did you try to hold the "B or A" button for a few seconds? (The car moves forward)

Here it works.
can you make a quick video showing us please?

Yes, here:
https://youtu.be/oG5vg5tAsgA

My SNES Fat Rev 2, PPU1 1, PPU2 3.
FW Unofficial-GSU-v10+

Sorry for the bad vídeo.
it works (kinda) have to hold the Y button to accelerate (takes a while to actually start moving) camera angles are really annoying though...
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 24, 2018, 07:04 PM
The only video I could find on YouTube of this game is from 2012, and it's of the game glitching out. I haven't tried it myself, but obviously the game is a pretty early beta. Does it behave any better on Higan?
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on May 24, 2018, 08:00 PM
Why are we concerned with a leaked alpha build of a game that never came out?
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 24, 2018, 09:20 PM
Why are we concerned with a leaked alpha build of a game that never came out?
That's what I was trying to get at, but OTOH, maybe it could still be used to gauge/tweak overall accuracy of the GSU core if it doesn't behave like that with a real GSU. I guess the only way to test that would be something like a repro. :P
Title: Re: gsu (superfx) support [work in progress]
Post by: FartPuff on May 25, 2018, 04:31 PM
Why are we concerned with a leaked alpha build of a game that never came out?

Do they even have the original hardware, or are all the "working" examples of it playing by emulation layers that were possibly fashioned to fix various bugs that aren't fixed with real hardware?

It's funny to be gauging anything with it as trying to accommodate it could break some or all of the released games' support, but on the other hand it could possibly provide insight if it's using real hardware.
Title: Re: gsu (superfx) support [work in progress]
Post by: Eyedunno on May 25, 2018, 06:06 PM
Why are we concerned with a leaked alpha build of a game that never came out?

Do they even have the original hardware, or are all the "working" examples of it playing by emulation layers that were possibly fashioned to fix various bugs that aren't fixed with real hardware?

It's funny to be gauging anything with it as trying to accommodate it could break some or all of the released games' support, but on the other hand it could possibly provide insight if it's using real hardware.
Why would you think it doesn't use real hardware? It's not like game devs were using ZSNES in 1994. Of course it was dumped from a prototype (actually demo, in this case) board. But there's probably only going to be one of those out in the wild, which is why I suggested a repro, unless the owner of the original board is on here. :P
Title: Re: gsu (superfx) support [work in progress]
Post by: dvd2vcd on May 25, 2018, 09:35 PM
Why are we concerned with a leaked alpha build of a game that never came out?
because redguy announced it was playable in V10 of the GSU core thats why.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 27, 2018, 03:40 AM
Why are we concerned with a leaked alpha build of a game that never came out?
because redguy announced it was playable in V10 of the GSU core thats why.

And people make mistakes too, cut him some slack.
Title: Re: gsu (superfx) support [work in progress]
Post by: mario64 on May 27, 2018, 06:55 AM
Speaking of redguy, anyone know if he is still working on gsu support or is it considered finished at this point?
Title: Re: gsu (superfx) support [work in progress]
Post by: sonicjhn on May 27, 2018, 06:58 AM
Speaking of redguy, anyone know if he is still working on gsu support or is it considered finished at this point?

Good question! I also want to know.
Title: Re: gsu (superfx) support [work in progress]
Post by: RVGC Herzog Zwei on May 28, 2018, 05:27 PM
Thanks for your work!
Today did a test STARFOX both parts!
It remains to make support for the chip for Mario RPG. I really want to play it. I do not want to buy a cartridge.
https://www.youtube.com/embed/MqVMDj4MhPw
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 28, 2018, 06:00 PM
Thanks for your work!
Today did a test STARFOX both parts!
It remains to make support for the chip for Mario RPG. I really want to play it. I do not want to buy a cartridge.
https://www.youtube.com/embed/MqVMDj4MhPw

Ah, that'd be the SA-1 chip, no one knows if that'll ever be implemented, much less attempted on SD2SNES. Oh well.
Title: Re: gsu (superfx) support [work in progress]
Post by: Missingno255 on May 29, 2018, 08:04 AM
EDIT: SA-1 is now supported
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on May 29, 2018, 08:16 AM
Thanks for your work!
Today did a test STARFOX both parts!
It remains to make support for the chip for Mario RPG. I really want to play it. I do not want to buy a cartridge.
https://www.youtube.com/embed/MqVMDj4MhPw
You're better off buying the cart. You will be waiting a VERY LONG time until someone makes a cart that supports it, because the SD2SNES cart specs are final, and according to Redguy, there's almost no space left on the FPGA. So if it works, it works. If not, too bad.

Only other way for Super NT users would be to wait to see if ROM loading will support it.
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on May 29, 2018, 01:08 PM
Speaking of redguy, anyone know if he is still working on gsu support or is it considered finished at this point?

Redguy, can you chime in with your thoughts and plans?
Title: Re: gsu (superfx) support [work in progress]
Post by: AlxUnderBase on May 31, 2018, 12:47 AM
SD2SNES with SuperFX update :

"I will probably start integrating SuperFX in the official firmware around June 4th" -Ikari on Discord 5/25/18

Ps : I know about this post from SmokeMonster

Peace & best !

Title: Re: gsu (superfx) support [work in progress]
Post by: Hanafuda on June 01, 2018, 07:47 AM
SD2SNES with SuperFX update :

"I will probably start integrating SuperFX in the official firmware around June 4th" -Ikari on Discord 5/25/18

Ps : I know about this post from SmokeMonster

Peace & best !


June 4 happens to be my birthday. That would be a nice present.
Title: Re: gsu (superfx) support [work in progress]
Post by: ikari_01 on June 01, 2018, 02:58 PM
I will start integrating it. It will likely take a week or so. ;)
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on June 01, 2018, 03:49 PM
Reading though all the stuff and then merging is not done in a day ^^ So you have to wait.
Title: Re: gsu (superfx) support [work in progress]
Post by: Spoonman on June 05, 2018, 03:11 PM
I will start integrating it. It will likely take a week or so. ;)

Awesome. Thanks.

Hey, if I'm not mistaken there was someone on here who was offering up a rather large bounty to whomever could get Super FX games working on the SD2SNES. When questioned about it, he said he would definitely pay up, but only if it was part of the official FW.

Well.. I hope this guy kept some cash in his PayPal account because it's about to be official. :)

And I hope he's a man of his word because Redguy definitely deserves it.

Title: Re: gsu (superfx) support [work in progress]
Post by: MockyLock on June 05, 2018, 03:35 PM
I will start integrating it. It will likely take a week or so. ;)

Awesome. Thanks.

Hey, if I'm not mistaken there was someone on here who was offering up a rather large bounty to whomever could get Super FX games working on the SD2SNES. When questioned about it, he said he would definitely pay up, but only if it was part of the official FW.

Well.. I hope this guy kept some cash in his PayPal account because it's about to be official. :)

And I hope he's a man of his word because Redguy definitely deserves it.

Damn, you're right, now you make me think of it.
Now, about to find this guy...
Title: Re: gsu (superfx) support [work in progress]
Post by: Shu92 on June 05, 2018, 04:06 PM
I will start integrating it. It will likely take a week or so. ;)

Awesome. Thanks.

Hey, if I'm not mistaken there was someone on here who was offering up a rather large bounty to whomever could get Super FX games working on the SD2SNES. When questioned about it, he said he would definitely pay up, but only if it was part of the official FW.

Well.. I hope this guy kept some cash in his PayPal account because it's about to be official. :)

And I hope he's a man of his word because Redguy definitely deserves it.

Damn, you're right, now you make me think of it.
Now, about to find this guy...

https://twitter.com/picantelive/status/961352854681325569
Title: Re: gsu (superfx) support [work in progress]
Post by: Spoonman on June 06, 2018, 01:18 PM
Looks like he posted here as well.

http://krikzz.com/forum/index.php?topic=7451.msg57996;topicseen#msg57996

According to him, his requirements for the bounty were:

Quote
1) The code is implemented into https://github.com/mrehkopf/sd2snes and from there
2) it is released as part of an official SD2SNES firmware update
Title: Re: gsu (superfx) support [work in progress]
Post by: KyoX on June 08, 2018, 07:31 PM
Looks like he posted here as well.

http://krikzz.com/forum/index.php?topic=7451.msg57996;topicseen#msg57996

According to him, his requirements for the bounty were:

Quote
1) The code is implemented into https://github.com/mrehkopf/sd2snes and from there
2) it is released as part of an official SD2SNES firmware update

Well, let's see if he's serious, because Redguy has made so much that even the actual Snes9x team have used part of his enhancements at the new version 1.56:
http://www.snes9x.com/phpbb3/viewtopic.php?f=8&t=24451
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on June 11, 2018, 10:20 PM
Redguy are you done with the updates? How long until the official FW supports this?
Title: Re: gsu (superfx) support [work in progress]
Post by: TheShadowRunner on June 11, 2018, 10:23 PM
Redguy are you done with the updates? How long until the official FW supports this?
https://sd2snes.de/blog/archives/976 (https://sd2snes.de/blog/archives/976)
Title: Re: gsu (superfx) support [work in progress]
Post by: Xtrasmiley on June 12, 2018, 02:22 AM
Redguy are you done with the updates? How long until the official FW supports this?
https://sd2snes.de/blog/archives/976 (https://sd2snes.de/blog/archives/976)

Thanks for the link, but it sadly doesn’t answer either of my questions!
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on June 12, 2018, 03:32 AM
Well, seeing as it's going to be a part of an official, and imminent firmware release, you can say that Redguy's work is basically done. As for the release date of said firmware, only ikari knows the answer to that and he hasn't said when the exact date will be, yet.

It'll be out when it's out.
Title: Re: gsu (superfx) support [work in progress]
Post by: Olize on June 26, 2018, 04:39 PM
Is there a way to run StarFox with more FPS and not faster with overclocked SFX Core?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on June 26, 2018, 04:57 PM
No, StarFox is like an old 286 IBM game, nothing will stop it, NOTHING.
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on June 27, 2018, 10:22 PM
Is there a way to run StarFox with more FPS and not faster with overclocked SFX Core?

No can do, only emulators can do that.
Title: Re: gsu (superfx) support [work in progress]
Post by: Deltax5 on June 27, 2018, 11:02 PM
I wonder if that sa-1 firmware he is working on will be combined with the fx firmware. We could just get another sd card just for sa-1 games i guess if it's dif. it just flashes alot if you decide playing another game in another chipset.
Title: Re: gsu (superfx) support [work in progress]
Post by: Greg2600 on June 27, 2018, 11:38 PM
I wonder if that sa-1 firmware he is working on will be combined with the fx firmware. We could just get another sd card just for sa-1 games i guess if it's dif. it just flashes alot if you decide playing another game in another chipset.

It's not firmware, SD2SNES uses FPGA cores for the special chips, so it's just loading each at a time per game.  Won't need multiple firmwares/SD cards.
Title: Re: gsu (superfx) support [work in progress]
Post by: Nodoyuna on July 05, 2018, 02:04 PM
But, as it seems all the special chips codes and the msu-1 code will not fit in the FPGA, maybe it would be good to have two cores available, one for SNES + special chips, and another one with SNES + MSU-1 (or even only MSU-1)

Anyway, MSU-1 games are really big, so maybe it makes sense to have two separate sets in two SD, each with their own core
Title: Re: gsu (superfx) support [work in progress]
Post by: dreimer on July 05, 2018, 09:09 PM
But, as it seems all the special chips codes and the msu-1 code will not fit in the FPGA, maybe it would be good to have two cores available, one for SNES + special chips, and another one with SNES + MSU-1 (or even only MSU-1)

Anyway, MSU-1 games are really big, so maybe it makes sense to have two separate sets in two SD, each with their own core

MSU code is in ANY special chip FPGA image because it's a addition to these and in the base image, too for non special chip games. If he kicks it off SA-1, all others still have it. EVERY special chip is ONE image per chip and adding/modifying one of em does not change ANYTHING on the others. All things clear now?
Title: Re: gsu (superfx) support [work in progress]
Post by: Nodoyuna on July 06, 2018, 12:33 AM
Quote
MSU code is in ANY special chip FPGA image because it's a addition to these and in the base image, too for non special chip games. If he kicks it off SA-1, all others still have it. EVERY special chip is ONE image per chip and adding/modifying one of em does not change ANYTHING on the others. All things clear now?

Much more clear now
Thanks a lot for the explanation
Title: Re: gsu (superfx) support [work in progress]
Post by: rocketblast on July 09, 2018, 12:45 AM
I agree this thread got quite de-railed.  Was hoping for some posts from redguy himself or maybe some updates instead of "speculation posts".
Title: Re: gsu (superfx) support [work in progress]
Post by: Sylver on July 17, 2018, 05:47 PM
Maybe it'll interest people not reading other parts of the forum ;)

Here's a small status update.

Is sa1 being worked on?
- Yes.

Is it going to fit?
- Maybe.  We won't know until it's further along.

Is msu going to fit?
- Assume no, but we won't know until it's done.  It doesn't fit right now.

What about supporting multiple files with different features?
- I'm not interested in supporting this, but the code will have #defines for those who want to compile a version for themselves.

What currently works?
- smrpg has been played through to the end.
- kirby super star has several hours on it.
- super mario legacy and the other sa1 smw hacks are playable.
- Most other games boot, but have limited testing.
- A small set of hacks and games don't work at all.
- All games have bugs.

Will there be a beta?
- Yes.

When will the beta be released?
- ...

When will it be done?
- ...

Most of the sa1 features are implemented, but it's difficult to fit both the debugging code and all the features at the same time.  The debugging code is a huge help for fixing bugs.  I'm currently rewriting major parts to both free up some space and also fix slowdowns.
Title: Re: gsu (superfx) support [work in progress]
Post by: Erockbrox on July 20, 2018, 01:40 AM
This is something that I've been pushing for a long time and I just heard about this today.

Where do I make a donation at to support this?
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on July 20, 2018, 02:08 AM
This is something that I've been pushing for a long time and I just heard about this today.

Where do I make a donation at to support this?

Redguy does not accept donations. As a matter of fact, some gentlemen on twitter have tried to give him a U$1000 reward for achieving the SFX chip, and another thousand for SA-1,but he rejected both. He is only interested in the technical challenge, I think.

Be a good sport and instead send him a sincere thank you message as we've all done. You can either do so in this thread by quoting him, or go straight to discord and message him there. Let him know your appreciation as it's all we can do.
Title: Re: gsu (superfx) support [work in progress]
Post by: OneBagTravel on July 20, 2018, 02:36 AM
redguy also donated to the SGDQ charity or at least someone did in his name.
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on July 20, 2018, 06:57 AM
RedGuy refuses to take money, he's doing it for the challenge, a true hero of this  community.

It was Picante that donated the 1000$ in the name of RedGuy.
He has a bounty for it and other special chips for the snes on his twitter page.
Picante is a man of his word.

His tweet:
https://twitter.com/PicanteLive/status/961352854681325569

Video of donation moment:
https://clips.twitch.tv/StrongPluckyCattleBloodTrail
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on July 20, 2018, 05:35 PM
RedGuy refuses to take money, he's doing it for the challenge, a true hero of this  community.

It was Picante that donated the 1000$ in the name of RedGuy.
He has a bounty for it and other special chips for the snes on his twitter page.
Picante is a man of his word.

His tweet:
https://twitter.com/PicanteLive/status/961352854681325569

Video of donation moment:
https://clips.twitch.tv/StrongPluckyCattleBloodTrail

Maybe it could go towards charity?
Title: Re: gsu (superfx) support [work in progress]
Post by: James-F on July 20, 2018, 05:40 PM
All the donations from that even went to "Doctors Without Borders".
Title: Re: gsu (superfx) support [work in progress]
Post by: SmokeMonster on July 28, 2018, 10:43 PM
I'll be live-streaming a first-look at the pre-release beta of the SA-1 core tonight at 10PM Eastern on Twitch (https://www.twitch.tv/smokemonstertwi). Thank you to Redguy for giving me the privilege of presenting it.
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on July 29, 2018, 12:18 AM
Nice, SmokeMonster. Bit late for me, but cool to know that a release of some form is imminent. Have fun!
Title: Re: gsu (superfx) support [work in progress]
Post by: DJBabyBuster on July 31, 2018, 09:08 PM
Is there another specific thread where SA1 development from redguy is being updated as thoroughly as the SuperFX development was covered here? I looked but didn't see.  Following the progression and beta tests of SuperFX implementation, I'm thrilled for a similar ride with the SA1!
Title: Re: gsu (superfx) support [work in progress]
Post by: justindarc on July 31, 2018, 09:11 PM
Is there another specific thread where SA1 development from redguy is being updated as thoroughly as the SuperFX development was covered here? I looked but didn't see.  Following the progression and beta tests of SuperFX implementation, I'm thrilled for a similar ride with the SA1!

There's this thread:

http://krikzz.com/forum/index.php?topic=8036.45

But, since there's no public beta yet, you're not seeing the same level of chatter as there was with GSU.
Title: Re: gsu (superfx) support [work in progress]
Post by: justindarc on August 02, 2018, 06:06 PM
New thread with first public beta here:

http://krikzz.com/forum/index.php?topic=8045.0
Title: Re: gsu (superfx) support [work in progress]
Post by: the_randomizer on August 03, 2018, 06:12 AM
New thread with first public beta here:

http://krikzz.com/forum/index.php?topic=8045.0

I must say, the beta build is pretty darn impressive.
Title: Re: gsu (superfx) support [work in progress]
Post by: Highblade7777 on September 01, 2018, 04:12 PM
I ran into a bug last night in the first castle on yoshis island.   Vertical black lines on the screen whenever any object that used the sfx 3d effect was present.  I.E. the falling doors.  And in the case of the lava monster weird red lines shaped like the top of its head.  Them finally on the boss there was a constant vertical line in the middle of him.  It surprised me because all the levels prior worked perfect.   Currently running 1.8 plus V6 of the SA1 beta firmware.
Title: Re: gsu (superfx) support [work in progress]
Post by: ErivandoXP on September 01, 2018, 04:30 PM
I ran into a bug last night in the first castle on yoshis island.   Vertical black lines on the screen whenever any object that used the sfx 3d effect was present.  I.E. the falling doors.  And in the case of the lava monster weird red lines shaped like the top of its head.  Them finally on the boss there was a constant vertical line in the middle of him.  It surprised me because all the levels prior worked perfect.   Currently running 1.8 plus V6 of the SA1 beta firmware.

With IGH?
Title: Re: gsu (superfx) support [work in progress]
Post by: Highblade7777 on September 01, 2018, 04:59 PM
Yes even with igh turned off, but that did seem to remove a few oddly.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on September 01, 2018, 05:56 PM
Yes even with igh turned off, but that did seem to remove a few oddly.

If you're going to report it to Ikari or Redguy, make sure you take pictures, videos, etc, and share your console revision, any mods present on the console,  Sd2snes revision, do a diagnostic on the sd2snes, and so on.
Title: Re: gsu (superfx) support [work in progress]
Post by: Highblade7777 on September 01, 2018, 08:18 PM
That will take me a little bit to put together. You dont think MSU1 could be causing the graphical bugs though do you? I know SA1 cant even work with it. I wonder if it could be the cause.
Title: Re: gsu (superfx) support [work in progress]
Post by: Highblade7777 on September 01, 2018, 08:54 PM
Is there an email to use.  My picture's are too big in file size to post.
Title: Re: gsu (superfx) support [work in progress]
Post by: leonquest on September 01, 2018, 09:47 PM
Use imgur
Title: Re: gsu (superfx) support [work in progress]
Post by: Highblade7777 on September 01, 2018, 11:24 PM
http://imgur.com/gallery/Te3m5xP
Title: Re: gsu (superfx) support [work in progress]
Post by: Relikk on September 02, 2018, 02:21 AM
If it's the MSU1 version you're using then it's a known bug with the hack itself and nothing to worry about with regard to Redguy's core.
Title: Re: gsu (superfx) support [work in progress]
Post by: Highblade7777 on September 02, 2018, 02:58 AM
Thanks for the heads up! I was concerned.