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General => SD2SNES => Topic started by: redguy on August 01, 2018, 11:36 PM

Title: sa1 support [work in progress]
Post by: redguy on August 01, 2018, 11:36 PM
https://github.com/RedGuyyyy/sd2snes/releases/download/sa1_v05/sd2snes_sa1_v05.zip

See the readme.txt file for details on how to install it.  To summarize, make sure you have a clean, working copy of 1.8.0 and then copy the files from the zip's "sd2snes" directory into your SD card's "sd2snes" directory.  Then restart your snes/sd2snes and check you are running the correct version.

It's still very much a work in progress.  Expect bugs including graphic glitches, crashes, slowdowns, etc.  I don't own a lot of snes or sd2snes variants so my testing is limited.

You're welcome to post bugs to here or the github page, but I need a break from working on it and won't be fixing anything for the next few days.
Title: Re: sa1 support [work in progress]
Post by: ErivandoXP on August 01, 2018, 11:38 PM
Thank you sir!!!

You are amazing!
Title: Re: sa1 support [work in progress]
Post by: OneBagTravel on August 01, 2018, 11:41 PM
(https://i.imgur.com/PxOyL4i.gif)
Title: Re: sa1 support [work in progress]
Post by: Arnold101 on August 01, 2018, 11:50 PM
 8) thank you
Title: Re: sa1 support [work in progress]
Post by: lee4 on August 02, 2018, 12:08 AM
awesome work dude :)
thank you again doing other special chip feature :)
Title: Re: sa1 support [work in progress]
Post by: mauricioperroni on August 02, 2018, 12:22 AM
Ty RED.

https://github.com/RedGuyyyy/sd2snes/releases/download/sa1_v02/sd2snes_sa1_v02.zip

See the readme.txt file for details on how to install it.  To summarize, make sure you have a clean, working copy of 1.8.0 and then copy the files from the zip's "sd2snes" directory into your SD card's "sd2snes" directory.  Then restart your snes/sd2snes and check you are running the correct version.

It's still very much a work in progress.  Expect bugs including graphic glitches, crashes, slowdowns, etc.  I don't own a lot of snes or sd2snes variants so my testing is limited.

You're welcome to post bugs to here or the github page, but I need a break from working on it and won't be fixing anything for the next few days.
Title: Re: sa1 support [work in progress]
Post by: protheanbeacon on August 02, 2018, 12:26 AM
Good work Redguy.

You're a true hero to the SD2SNES community.  8)
Title: Re: sa1 support [work in progress]
Post by: Matalog on August 02, 2018, 12:40 AM
Redguy,

Thanks a lot for sharing this.  I haven't got to go away this summer, but even better, I have been around to witness a great moment regarding a great device.  It's no surprise that sd2snes is sold out everywhere I look.  I'm glad I bought mine just at the time rev. H was released.

Thank you, thank you, thank you.  It has been an engrossing few weeks with SUPER FX and then with talk of SA-1, then videos of it in action, and now getting to play the games myself.

I know that a lot of people are as appreciative of your work as I am, and have been waiting a long time for this moment.

Enjoy your time off, and relish in the fact that you will always be remembered in this community.

Well done sir.

Kind regards,


Matalog.
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 02, 2018, 12:49 AM
Oooh, this is awesome!  Thank you  8)
Title: Re: sa1 support [work in progress]
Post by: Missingno255 on August 02, 2018, 12:49 AM
https://github.com/RedGuyyyy/sd2snes/releases/download/sa1_v02/sd2snes_sa1_v02.zip

See the readme.txt file for details on how to install it.  To summarize, make sure you have a clean, working copy of 1.8.0 and then copy the files from the zip's "sd2snes" directory into your SD card's "sd2snes" directory.  Then restart your snes/sd2snes and check you are running the correct version.

It's still very much a work in progress.  Expect bugs including graphic glitches, crashes, slowdowns, etc.  I don't own a lot of snes or sd2snes variants so my testing is limited.

You're welcome to post bugs to here or the github page, but I need a break from working on it and won't be fixing anything for the next few days.
Thank you so much for your hard effort on SuperFX/GSU and SA-1 for SD2SNES! Take some time off, you've earned it!
Title: Re: sa1 support [work in progress]
Post by: skaman on August 02, 2018, 01:04 AM
Thanks redguy!
Title: Re: sa1 support [work in progress]
Post by: EverDriver on August 02, 2018, 01:36 AM
Thank you very much redguy for the significant work you have done!
It's amazing, awesome and just incredible!
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 02, 2018, 01:55 AM
Thank you very much redguy for the significant work you have done!
It's amazing, awesome and just incredible!

Gonna test the following:

Super Mario RPG
Kirby's Super Star
Kirby's Dream Land 3

And report back :P
Title: Re: sa1 support [work in progress]
Post by: SmokeMonster on August 02, 2018, 02:03 AM
Well done! Thank you, Redguy  8)
Title: Re: sa1 support [work in progress]
Post by: mario64 on August 02, 2018, 02:24 AM
Thank you seems quite insufficient redguy but I say it nevertheless. You sir are a legend!
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 02, 2018, 02:40 AM
Testing with my Spanish translation of SMRPG.

No issues! NICE.
Title: Re: sa1 support [work in progress]
Post by: ErivandoXP on August 02, 2018, 03:15 AM
As redguy had already warned, I found a slowdown in J. League 96 Dream Stadium (I have the original cartridge and it goes fast).

Glitch graphic in Masters New - Augusta 3 (Golf)

In almost every other I tested (quickly) I did not notice much difference (but I only have 4 original SA-1 cartridges for comparison).

I'll continue testing and find bugs, I'll report. Thank you
Title: Re: sa1 support [work in progress]
Post by: toadhall on August 02, 2018, 04:28 AM
Holy shit! what did we do to ever to deserve Red Guy? This is fantastic! Thank you seems too little a gesture in return. can't wait to try this when I get home today.
Title: Re: sa1 support [work in progress]
Post by: Sarge on August 02, 2018, 04:40 AM
This is great, redguy.  Thank you so much!
Title: Re: sa1 support [work in progress]
Post by: rocketblast on August 02, 2018, 04:49 AM
Nice tested it and it works perfectly.  Water levels work perfect in Kirby's Dream Land 3 on my Analogue Super NT with SD2SNES.  Really cool now I can play all the games I hawked this year on ebay. :D  Selling off all my remaining SA-1 carts.
Title: Re: sa1 support [work in progress]
Post by: KevinMariano on August 02, 2018, 05:17 AM
Tanks for the nice work i tested SM RPG and work very nice
Title: Re: sa1 support [work in progress]
Post by: mrpopsicleman on August 02, 2018, 05:41 AM
You know redguy, I've had a really really bad day today. Bad like John McClane in the first Die Hard, but without the terrorists. Seeing this at the end of the day made it a little better. Thank you very much.
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 02, 2018, 05:44 AM
Tested some games:  All NTSC-U, .SFC format.

Super Mario RPG - Perfect, no issues
Kirby's Dream Land 3- Perfect, no issues
Kirby's Super Star - Perfect, no issues

For a beta firmware, that is bloody impressive 8)
Title: Re: sa1 support [work in progress]
Post by: Greg2600 on August 02, 2018, 07:02 AM
All worked great for me (didn't play each that long).  Fantastic work.
Title: Re: sa1 support [work in progress]
Post by: nensondubois on August 02, 2018, 07:09 AM
While almost all of the games I've tested run flawlessly minus some occasional slowdown, I did come across graphical glitching in Pebble Beach when changing golf drivers.

[VIDEO]https://youtu.be/OZ9aYcOuI40[/VIDEO]
Title: Re: sa1 support [work in progress]
Post by: Gumball on August 02, 2018, 08:10 AM
Ok first thank you so much for your hard work Redguy!! Second there is a glitch in Kirby Super Star when kirby is going up or down by either falling or using his puff flying a line of pixels jets out of him in a split second every now and then. It's not at all game breaking just something I noticed other than that It's perfect. Third I downloaded V02 of your firmware from the link in the first post but when checking the version number on the sd2snes it says sa1 v01 is that normal?
Title: Re: sa1 support [work in progress]
Post by: AlxUnderBase on August 02, 2018, 09:07 AM
Thank you guys !
Title: Re: sa1 support [work in progress]
Post by: Hempsa on August 02, 2018, 10:19 AM
I had to register, so I could say thanks to redguy!

Tested Mario RPG and Legacy on my PAL snes, finally, thank you!  :)

Title: Re: sa1 support [work in progress]
Post by: Eyedunno on August 02, 2018, 10:43 AM
I'm gonna be honest, SA-1 was beyond my expectations for the cart when I bought my first SD2SNES, so to be playing these games without having to grab the cart (like it's the '90s or something ;) ) is pretty incredible.

That said, I still feel obligated to be critical: I do not remember this much slowdown from the cart in Jikkyō Oshaberi Parodius when you power up your weapon a lot (at least playing as Soitsu, but I'd imagine the same is true of virtually any character). Edit (8/11): Nevermind; I confirmed the slowdown is about the same on the real cart. Incredible stuff.

I'm really happy to have these games on SD2SNES at all though. Like GSU was one of the things Ikari explicitly talked about having in mind from when he was just posting about his project on NESdev. So as soon as SD2SNES became a reality, I believed we would one day have GSU. But SA-1 is a bigger deal with even more good games. Also, the (for now) unobtrusive nature of the beta as far as not touching the menu kind of makes it a no-brainer for me to just stick it on my main SD card.
Title: Re: sa1 support [work in progress]
Post by: Sylver on August 02, 2018, 12:29 PM
Thanks you so much Redguy for your hard work !
Get some rest, you deserve it :)
Title: Re: sa1 support [work in progress]
Post by: tic on August 02, 2018, 01:37 PM
The golf game bug not happened in my snes pal, it works perfect, my console is a  cpu Rev 2 ppu Rev 1 ppu2 Rev 3
Title: Re: sa1 support [work in progress]
Post by: ErivandoXP on August 02, 2018, 02:03 PM
The golf game bug not happened in my snes pal, it works perfect, my console is a  cpu Rev 2 ppu Rev 1 ppu2 Rev 3

In my test the game was good, but after a few moves the field changed from green to "blue". (NTSC FAT SNES 2-1-3)

(https://i.imgur.com/YWJxTNG.jpg?1)
Masters New - Augusta 3 (Golf)
Title: Re: sa1 support [work in progress]
Post by: leonquest on August 02, 2018, 03:45 PM
(https://i.imgur.com/PxOyL4i.gif)
X2 on that GIF!

Thank you once again for giving us this gift Redguy! words can't express my gratitude.

BTW, minor graphical glitches on Kirby Superstar in the great cave offensive. I used a no-intro rom, on an SD2snes rev f, on an SHVC Snes. with CPU v2 - PPU1 v1 - PPU2 v3
Title: Re: sa1 support [work in progress]
Post by: James-F on August 02, 2018, 04:22 PM
@leonquest
Is the console a 3chip, 1chip, or SuperNT, NTSC/PAL?
The 3chip NTSC shows random pixels on scree now and then in KSS even with the original cartridge, though these pixel appear on the sd2snes-sa1 much more.
These pixels almost non existent on the 1Chip or SuperNT.

Real cart:
https://cdn.discordapp.com/attachments/467663225266110479/474251881649274891/20180801_192639.mp4 (https://cdn.discordapp.com/attachments/467663225266110479/474251881649274891/20180801_192639.mp4)

SD2SNES SA-1:
https://cdn.discordapp.com/attachments/467663225266110479/474250544148381716/20180801_192130.mp4 (https://cdn.discordapp.com/attachments/467663225266110479/474250544148381716/20180801_192130.mp4)
Title: Re: sa1 support [work in progress]
Post by: leonquest on August 02, 2018, 05:01 PM
@leonquest
Is the console a 3chip, 1chip, or SuperNT, NTSC/PAL?
The 3chip NTSC shows random pixels on scree now and then in KSS even with the original cartridge, though these pixel appear on the sd2snes-sa1 much more.
These pixels almost non existent on the 1Chip or SuperNT.

Real cart:
https://cdn.discordapp.com/attachments/467663225266110479/474251881649274891/20180801_192639.mp4 (https://cdn.discordapp.com/attachments/467663225266110479/474251881649274891/20180801_192639.mp4)

SD2SNES SA-1:
https://cdn.discordapp.com/attachments/467663225266110479/474250544148381716/20180801_192130.mp4 (https://cdn.discordapp.com/attachments/467663225266110479/474250544148381716/20180801_192130.mp4)

Hi James, you must have read my post too quickly as you missed this "...on an SHVC Snes..", this means I tested the game on my SHVC-CPU-01 Snes model. My brother has the real cart, I could make comparisons if Redguy requests so.

I do have a FAT 1-CHIP, and a GPM-01 and 02, but I didn't test with those because I didn't have a lot of time to test yesterday due to my day job, my 2 year old, and my daily chores, etc. I will be on vacation starting friday evening, and I will have more time for testing over the next 3 weeks.

EDIT: I only use NTSC consoles, I'm in South America. Brazilians use PAL-M though, but I'm not in Brazil.
Title: Re: sa1 support [work in progress]
Post by: justindarc on August 02, 2018, 06:03 PM
THANK YOU RedGuy!! Have a virtual beer on me 🍺
Title: Re: sa1 support [work in progress]
Post by: adimifus on August 02, 2018, 08:57 PM
Amazing work for a v02 (or is it v01? System Information shows v01) beta. From the very limited amount of testing I did this morning before I left for work, I didn't see any significant issues. Thank you so much for this and the SuperFX!
Title: Re: sa1 support [work in progress]
Post by: butfluffy on August 02, 2018, 09:25 PM
has anyone played super mario rpg on a pal snes yet?
 i have not been able to test anything and i'm curious about this game.
 there was a lot of talk back in the day of there being region detection for this game which is quite nasty and if it don't detect the right region cic chip it wont work.
 it also wont work if you disable cic in your pal snes because the protection detects that.
 i figured maybe the game would need a patch or some hex edit to make it run on a pal console or maybe the sd2snes gets around the so called region protection with ease.
 the info regarding the region protection with this game is rather old so it may not be such an issue these days.
Title: Re: sa1 support [work in progress]
Post by: Hempsa on August 02, 2018, 09:34 PM
has anyone played super mario rpg on a pal snes yet?
 i have not been able to test anything and i'm curious about this game.
 there was a lot of talk back in the day of there being region detection for this game which is quite nasty and if it don't detect the right region cic chip it wont work.
 it also wont work if you disable cic in your pal snes because the protection detects that.
 i figured maybe the game would need a patch or some hex edit to make it run on a pal console or maybe the sd2snes gets around the so called region protection with ease.
 the info regarding the region protection with this game is rather old so it may not be such an issue these days.

I quickly tested through the first fight with my unmodded pal snes, no problems.
Title: Re: sa1 support [work in progress]
Post by: fille1976 on August 02, 2018, 10:09 PM
Thx alot for your hard work redguy,gona test some games.
For a card under 200euro this is great,it now play all the greatest games on snes.
Title: Re: sa1 support [work in progress]
Post by: lee4 on August 02, 2018, 11:05 PM
has anyone played super mario rpg on a pal snes yet?
 i have not been able to test anything and i'm curious about this game.
 there was a lot of talk back in the day of there being region detection for this game which is quite nasty and if it don't detect the right region cic chip it wont work.
 it also wont work if you disable cic in your pal snes because the protection detects that.
 i figured maybe the game would need a patch or some hex edit to make it run on a pal console or maybe the sd2snes gets around the so called region protection with ease.
 the info regarding the region protection with this game is rather old so it may not be such an issue these days.

I quickly tested through the first fight with my unmodded pal snes, no problems.
sd2snes sa-1 smrpg work fine even on cheap snes clone
meanwhile real smrpg cart fail to boot on cheap snes clone
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 03, 2018, 12:10 AM
has anyone played super mario rpg on a pal snes yet?
 i have not been able to test anything and i'm curious about this game.
 there was a lot of talk back in the day of there being region detection for this game which is quite nasty and if it don't detect the right region cic chip it wont work.
 it also wont work if you disable cic in your pal snes because the protection detects that.
 i figured maybe the game would need a patch or some hex edit to make it run on a pal console or maybe the sd2snes gets around the so called region protection with ease.
 the info regarding the region protection with this game is rather old so it may not be such an issue these days.


Mario RPG doesn't have any protection code inside.

The only check in this game is the SA-1 CIC emu...

If you want to play this game in a pal snes (50hz) I made a tiny hack to make it 50Hz synchro.

https://www.romhacking.net/hacks/2779/

And buttons restored to PAL (apply this patch before):

https://www.romhacking.net/hacks/2363/
Title: Re: sa1 support [work in progress]
Post by: Hanafuda on August 03, 2018, 01:37 AM
I don't think I've ever bought something before, not just game related but anything, that got dramatically BETTER 5 years after the purchase. And now it's happened twice, thanks to redguy.

(https://i.imgur.com/1rAJuMy.jpg)
Title: Re: sa1 support [work in progress]
Post by: protheanbeacon on August 03, 2018, 01:47 AM
https://www.youtube.com/watch?v=dQ4XHW5Q4gU

Redguy deserves to have a theme song for his magnificent acheivements of reverse engineering the Super FX and SA-1 chips for us so I propose the 80's film classic "Bloodsport" theme for just that purpose.  ;D :P

My bodys ready, my hearts on fire
Im gonna push it over the wire
Perfect timing, tight as a drum, final battle's already won
Im taking hold of every moment
Given strength by the breath of life (breath of life)
Im gonna stake my claim
I FIGHT TO SURVIVE
kumite(8 times)
I worked hard every night and day
So i can plan to make my way
Mind and body are the perfect team
Nows my chance to live my dream
Im taking hold of every momement
Given strength by the breath of life (breath of life)
Im gonna stake my claim
I FIGHT TO SURVIVE
Title: Re: sa1 support [work in progress]
Post by: butfluffy on August 03, 2018, 02:04 AM
good to hear that smrpg works on pal snes with sd2snes setup.
 thanks josete2k for the patch links. pal button mapping sounds cool.
 i think i can run smrpg in full 60hz though with my pal snes because it's modded with switches. one for 60/50hz and one to enable/disable console cic.
Title: Re: sa1 support [work in progress]
Post by: ErivandoXP on August 03, 2018, 03:03 AM
Amazing work for a v02 (or is it v01? System Information shows v01) beta. From the very limited amount of testing I did this morning before I left for work, I didn't see any significant issues. Thank you so much for this and the SuperFX!

Redguy's answer about the version number:
"Ya, I forgot to update the number.  I'll fix it next time"
Title: Re: sa1 support [work in progress]
Post by: ErivandoXP on August 03, 2018, 03:16 AM
Pachi-Slot Monogatari - PAL Kougyou Special (Japan) is a SA-1 game, but I have black screen.
Title: Re: sa1 support [work in progress]
Post by: brianvgplayer on August 03, 2018, 03:17 AM
Awesome work. All the games I tested work great so far. I tried Super Mario RPG, Panic Bomber W, and Chatting Parodius. One thing with Panic Bomber W is that it gives you an error message as if a mouse was plugged in port 2 if no controller is in port 2 on the Super NT. However, that is a known bug with the Super NT with the actual cart and there's no issue on an actual SNES.
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 03, 2018, 12:21 PM
Testing Dragon Ball Z Hyper Dimension (ntsc2pal) and it seems 100% working.
Title: Re: sa1 support [work in progress]
Post by: James-F on August 03, 2018, 01:34 PM
The proper way to report bugs is in the "Issues" section on git hub.
Most known bugs on Beta v02 already reported.

https://github.com/RedGuyyyy/sd2snes/issues
Title: Re: sa1 support [work in progress]
Post by: mario64 on August 03, 2018, 03:51 PM
Actually Redguy said bugs can be posted in this thread or on Github. Either is fine
Title: Re: sa1 support [work in progress]
Post by: LDigital on August 04, 2018, 12:09 PM
I don’t know if it’s related but last night my sd card got some corruption for the first time ever. I created a specific sa1 folder for those roms and had a look at each one by one presumably creating save files on some when it asked for name or some kind of input before the game (lots of Japanese only games)I then finished on Mario RPG and played up to the first save point by the house. When I next came back to my sd2snes my Sa 1 folder was empty except for one corrupt name file. I put the sd into my pc and it was the same but I couldn’t delete it, also my save folder was also inaccessible and corrupt. I ended up having to reformat my card and put the set back (lost my star ocean hacked rom and save too :( )
Title: Re: sa1 support [work in progress]
Post by: James-F on August 04, 2018, 12:48 PM
People can you please try booting J.League 96 Dream Stadium.
It seems to not boot (black screen) on 3Chip consoles later then SHVC-CPU-01.
GPM-01 an RGB-01 (NTSC) currently tested to NOT boot this game.
1Chip and SuperNT boots fine, so don't report.
Title: Re: sa1 support [work in progress]
Post by: saturnu on August 04, 2018, 01:14 PM
J.League 96 Dream Stadium is working on my 3Chip SNSP-CPU-02
Title: Re: sa1 support [work in progress]
Post by: James-F on August 04, 2018, 01:18 PM
Thanks.
NTSC consoles only please, it's a NTSC game.
Title: Re: sa1 support [work in progress]
Post by: vitaflo on August 04, 2018, 07:43 PM
People can you please try booting J.League 96 Dream Stadium.
It seems to not boot (black screen) on 3Chip consoles later then SHVC-CPU-01.
GPM-01 an RGB-01 (NTSC) currently tested to NOT boot this game.
1Chip and SuperNT boots fine, so don't report.

J.League 96 Dream Stadium boots properly on my SNS-CPU-GPM-02.  Also can confirm it boots on my SHVC-CPU-01.  I'll add this to the bug report on github.
Title: Re: sa1 support [work in progress]
Post by: lee4 on August 04, 2018, 08:01 PM
People can you please try booting J.League 96 Dream Stadium.
It seems to not boot (black screen) on 3Chip consoles later then SHVC-CPU-01.
GPM-01 an RGB-01 (NTSC) currently tested to NOT boot this game.
1Chip and SuperNT boots fine, so don't report.

J.League 96 Dream Stadium boots properly on my SNS-CPU-GPM-02.  Also can confirm it boots on my SHVC-CPU-01.  I'll add this to the bug report on github.

RedGuy already knows
its in the read me file

Quote
Known Issues
------------
- In-game hooks are disabled for sa1 games.  They cause crashes.  You can leave them on in the menu - the sa1 firmware ignores them.  This will eventually be fixed.
- Games will not run at the identical speed as the original cart.
- Certain revision snes consoles are more prone to hitting bugs.  E.g. J. League, Daisenryaku, and others may not boot or run correctly.
- msu does not fit and will not work for sa1 games.
Title: Re: sa1 support [work in progress]
Post by: FrenchyToasty on August 04, 2018, 08:49 PM
Good job sir!
Title: Re: sa1 support [work in progress]
Post by: dvd2vcd on August 04, 2018, 11:32 PM
tested SMRPG. both kirby games and power rangers zeo battle racers on my virgin SFC. CPU Rev 2. PPU1 Rev 1. PPU2 Rev 3. perfect no issues
Title: Re: sa1 support [work in progress]
Post by: FeverDrive on August 05, 2018, 06:23 AM
Jesus F. Christ
IT'S HAPPENING
Title: Re: sa1 support [work in progress]
Post by: ewok on August 05, 2018, 01:51 PM
Hi,

Great job!! On an Analogue Super NT I cannot go directly to de sd2snes games list. Pushing the button combo gives a reset for SA1 games. Is this due to SA1 or the Analogue Super NT?
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 05, 2018, 02:22 PM
Hi,

Great job!! On an Analogue Super NT I cannot go directly to de sd2snes games list. Pushing the button combo gives a reset for SA1 games. Is this due to SA1 or the Analogue Super NT?

IGH are disabled for sa-1 games.
Title: Re: sa1 support [work in progress]
Post by: invaderyoyo on August 05, 2018, 06:11 PM
Hi,

Great job!! On an Analogue Super NT I cannot go directly to de sd2snes games list. Pushing the button combo gives a reset for SA1 games. Is this due to SA1 or the Analogue Super NT?

Just hold select + up for a few seconds. That should take you back.
Title: Re: sa1 support [work in progress]
Post by: boogiemanspud on August 05, 2018, 07:21 PM
Thanks Redguy!  Just fired up a few games and so far it works great.

Does anyone have a list of SA1 romhacks?  I'd like to give some a try.
Title: Re: sa1 support [work in progress]
Post by: ErivandoXP on August 05, 2018, 07:41 PM
Thanks Redguy!  Just fired up a few games and so far it works great.

Does anyone have a list of SA1 romhacks?  I'd like to give some a try.
Discussion about lists here:
https://krikzz.com/forum/index.php?topic=8051.0
Title: Re: sa1 support [work in progress]
Post by: redguy on August 05, 2018, 07:56 PM
sa1 v03
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This update targets problems in certain Marvelous romhacks, golf games, and Pachi-Slot Monogatari. It may fix crashes or performance issues in other games but that is not confirmed.
Title: Re: sa1 support [work in progress]
Post by: ewok on August 05, 2018, 08:38 PM
Hi,

Great job!! On an Analogue Super NT I cannot go directly to de sd2snes games list. Pushing the button combo gives a reset for SA1 games. Is this due to SA1 or the Analogue Super NT?

IGH are disabled for sa-1 games.

Thanks! And thanks for the other combo!
Title: Re: sa1 support [work in progress]
Post by: ewok on August 05, 2018, 08:39 PM
sa1 v03
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This update targets problems in certain Marvelous romhacks, golf games, and Pachi-Slot Monogatari. It may fix crashes or performance issues in other games but that is not confirmed.

Great! Thanks! I will test this update now....
Title: Re: sa1 support [work in progress]
Post by: boogiemanspud on August 05, 2018, 08:58 PM
Discussion about lists here:
https://krikzz.com/forum/index.php?topic=8051.0

Thanks for the link!
Title: Re: sa1 support [work in progress]
Post by: fille1976 on August 06, 2018, 09:58 PM
thx again redguy :P
Title: Re: sa1 support [work in progress]
Post by: DJBabyBuster on August 07, 2018, 12:12 AM
This is amazing, tested a little Kirby 3 and Super Mario RPG with no issues on V3.  While I own most of the SA1 carts, I can't wait to experiment with SA1 hacks.
Thanks again Redguy for all effort here, and with the SuperFX!!!
Title: Re: sa1 support [work in progress]
Post by: Válter Santos on August 07, 2018, 09:49 PM
Thank you on behalf of Brazil gamers!!!

" I would like to know programming "


Congratulations Redguy, Krikzz, Byu, Luigiblood, among many.

O SD2SNES É SIMPLESMENTE O MELHOR!!!
Title: Re: sa1 support [work in progress]
Post by: Eyedunno on August 08, 2018, 03:23 AM
Hrm, I just noticed v03. Since I'm done with the Super Metroid rando seeds currently on my cart, I might spend an hour or so with Parodius when I get home, just to compare the cart and the SD2SNES.

This is amazing, tested a little Kirby 3 and Super Mario RPG with no issues on V3.  While I own most of the SA1 carts, I can't wait to experiment with SA1 hacks.
Thanks again Redguy for all effort here, and with the SuperFX!!!

I also own most of the SA-1 games I care about (Mario RPG, Kirby Super Star, Shigesato Itoi's #1 Bass Fishing, Jikkyo Oshaberi Parodius, Marvelous), but I like this more for the ability to finally put my cartridges away and not mess with them, as well as to easily back up saves. I can back them up on the Super Nt jailbreak firmware, but I can't restore them. Not a problem with SD2SNES.
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 08, 2018, 04:51 AM
Hrm, I just noticed v03. Since I'm done with the Super Metroid rando seeds currently on my cart, I might spend an hour or so with Parodius when I get home, just to compare the cart and the SD2SNES.

This is amazing, tested a little Kirby 3 and Super Mario RPG with no issues on V3.  While I own most of the SA1 carts, I can't wait to experiment with SA1 hacks.
Thanks again Redguy for all effort here, and with the SuperFX!!!

I also own most of the SA-1 games I care about (Mario RPG, Kirby Super Star, Shigesato Itoi's #1 Bass Fishing, Jikkyo Oshaberi Parodius, Marvelous), but I like this more for the ability to finally put my cartridges away and not mess with them, as well as to easily back up saves. I can back them up on the Super Nt jailbreak firmware, but I can't restore them. Not a problem with SD2SNES.

I was going to use that jailbreak firmware, but, it hasn't been updated in five months and I doubt it will see any more updates. SD2SNES on the Super NT, best combo.
Title: SD Gundam G Next - Senyou Rom Pack & Map Collection (J) 's bug
Post by: Turbo-Duo on August 08, 2018, 06:02 AM
WS「砲撃」cannot shoot.

So I made patch.
http://akiba.geocities.jp/turbo_duo16/xips/cb.zip (http://akiba.geocities.jp/turbo_duo16/xips/cb.zip)

Please ask this cause to Mr.byuu.
Title: Re: sa1 support [work in progress]
Post by: redguy on August 08, 2018, 05:30 PM
sa1 v04
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes some reset bugs and the beetle game scoring in smrpg.  It also adds some limited in-game hook support.
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 08, 2018, 05:38 PM
sa1 v04
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes some reset bugs and the beetle game scoring in smrpg.  It also adds some limited in-game hook support.

Thank you so much for your hard work 8)
Title: Re: sa1 support [work in progress]
Post by: Jdurg on August 08, 2018, 05:59 PM
sa1 v04
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes some reset bugs and the beetle game scoring in smrpg.  It also adds some limited in-game hook support.

Man, you are crazy good.  Thank you for working on this for all us random people who you have never met and may never meet.  However, I think I owe you a brew if I ever run into you IRL.   8)
Title: Re: sa1 support [work in progress]
Post by: fille1976 on August 08, 2018, 06:48 PM
Thx again redguy for the update.
Title: Re: sa1 support [work in progress]
Post by: Eyedunno on August 08, 2018, 07:08 PM
Amazing.

Incidentally, I was testing Jikkyō Oshaberi Parodius for a few hours last night on v03. I did make a comparison video where I ran attract mode until it made it through all four demos on both the cart and SD2SNES. However, it ended up being pretty boring: SD2SNES was just a few frames behind at the end of the 13+ minutes. I would say that's acceptable. :P

Also, I'm now pretty sure the slowdown when you max out your weapons (at least with Soitsu) is an issue on the real cart as well. I say "pretty sure" because I didn't do a side-by-side comparison, but it seems to be a similar level of slowdown, and is somewhat mitigated by a couple manual speed ups. So good job.
Title: Re: sa1 support [work in progress]
Post by: rocketblast on August 09, 2018, 03:42 AM
Thanks for the updates redguy, can't wait to see this in the official release.
Title: GNEXT program's miss
Post by: Turbo-Duo on August 09, 2018, 05:29 AM
GNEXT program is wrong!

I made program correct.
[url][akiba.geocities.jp/turbo_duo16/xips/newcannonball.zip/url]

Owing to Mr.redguy's works,we can play true GNEXT!
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 10, 2018, 12:12 AM
Hello fellow SD2SNES owners.  I admit I haven’t had time to test the new beta as thoroughly as Super FX beta firmware but I have the newest beta and so far so good.  Even in game hook worked on SMRPG.  I randomly tried playing Super MARIO Kart and it just hangs at the Nintendo logo.  Other Roms seem to work and this rom has worked flawlessly in the past.  Anyone else have issues with other Roms?  Using a 2-chip Super Famicom if it matters.


Try to place a dummy file (e.g. "Mario Kart.msu") in the same directory as your ROM (and with the real filename of the ROM). It can have any contents or even 0 bytes.

If it works, you can use the fpga_base.bit provided in the last message on this topic.

https://github.com/mrehkopf/sd2snes/issues/104

Title: Re: sa1 support [work in progress]
Post by: protheanbeacon on August 10, 2018, 03:57 AM
I randomly tried playing Super MARIO Kart and it just hangs at the Nintendo logo.  Other Roms seem to work and this rom has worked flawlessly in the past.

You probably made the same mistake I've made in the past when updating to new firmware ie you likely deleted your entire SD2SNES folder or reformatted the SD card and forgot to redownload the DSP1 chips.

http://caitsith2.com/snes/dsp/

You can find them at this link as Mario Kart and Pilot Wings won't run without them.
Title: Re: sa1 support [work in progress]
Post by: EchopleX420247 on August 10, 2018, 08:11 AM
I randomly tried playing Super MARIO Kart and it just hangs at the Nintendo logo.  Other Roms seem to work and this rom has worked flawlessly in the past.

You probably made the same mistake I've made in the past when updating to new firmware ie you likely deleted your entire SD2SNES folder or reformatted the SD card and forgot to redownload the DSP1 chips.

http://caitsith2.com/snes/dsp/

You can find them at this link as Mario Kart and Pilot Wings won't run without them.

You were right on the money.  I have no idea how I deleted the .bin files.  Put them back on and all is good.  Bonehead mistake.  Thanks for the help.
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 10, 2018, 11:38 PM
Been testing version 4:

- Kirby's Dream Land 3
- Super Mario RPG
- Kirby Superstar

Still running perfectly  8)
Title: Re: sa1 support [work in progress]
Post by: Gumball on August 11, 2018, 04:47 AM
on version 3 kirby super star USA version had horizontal lines of glitched pixels that would appear at random on kirby and the left side of screen. On v4 its worse. The lines appear more frequent and numerous in locations. It doesn't make the game unplayable just slightly annoying. Other than those slight issues it runs fine.
Title: Re: sa1 support [work in progress]
Post by: EchopleX420247 on August 11, 2018, 09:53 PM
on version 3 kirby super star USA version had horizontal lines of glitched pixels that would appear at random on kirby and the left side of screen. On v4 its worse. The lines appear more frequent and numerous in locations. It doesn't make the game unplayable just slightly annoying. Other than those slight issues it runs fine.

What hardware are you using?
Title: Re: sa1 support [work in progress]
Post by: Gumball on August 11, 2018, 10:13 PM
on version 3 kirby super star USA version had horizontal lines of glitched pixels that would appear at random on kirby and the left side of screen. On v4 its worse. The lines appear more frequent and numerous in locations. It doesn't make the game unplayable just slightly annoying. Other than those slight issues it runs fine.

What hardware are you using?

a non 1 chip north american snes.
Title: Re: sa1 support [work in progress]
Post by: ThiagoRibeiro on August 13, 2018, 06:13 AM
sa1 v04
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes some reset bugs and the beetle game scoring in smrpg.  It also adds some limited in-game hook support.

Thanks for your AWESOME work, man!

During my tests I'm facing a little issues with Dragon Ball Hyper Dimension... The Freeza vs Goku demo battle is freezing the screen (the music continues normally), and the same issue happens in story mode too, before a fight with the same characters (the second battle in story mode).

-SNES Fat Pal-M (Brazilian)
- SD2SNES rev. F with latest FW and SA1 v4
- Unmodded Japanese rom
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 13, 2018, 11:09 AM
sa1 v04
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes some reset bugs and the beetle game scoring in smrpg.  It also adds some limited in-game hook support.

Thanks for your AWESOME work, man!

During my tests I'm facing a little issues with Dragon Ball Hiper Dimension... The Freeza vs Goku demo battle is freezing the screen (the music continues normally), and the same issue happens in story mode too, before a fight with the same characters (the second battle in story mode).

-SNES Fat Pal-M (Brazilian)
- SD2SNES rev. F with latest FW and SA1 v4
- Unmodded Japanese rom

Same here.

Jap->Fra patched rom
PAL header (50Hz)
SNES 1CHIP PAL (supercic)

REV E - > REV H SD2SNES
Title: Re: sa1 support [work in progress]
Post by: James-F on August 13, 2018, 05:39 PM
Everything is fine here with DBZ-HD on a 3chip and 1chip NTSC consoles.
Title: Re: sa1 support [work in progress]
Post by: Prock78 on August 13, 2018, 07:16 PM
sa1 v04
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes some reset bugs and the beetle game scoring in smrpg.  It also adds some limited in-game hook support.

Thanks for your AWESOME work, man!

During my tests I'm facing a little issues with Dragon Ball Hiper Dimension... The Freeza vs Goku demo battle is freezing the screen (the music continues normally), and the same issue happens in story mode too, before a fight with the same characters (the second battle in story mode).

-SNES Fat Pal-M (Brazilian)
- SD2SNES rev. F with latest FW and SA1 v4
- Unmodded Japanese rom

Same here.

Jap->Fra patched rom
PAL header (50Hz)
SNES 1CHIP PAL (supercic)

REV E - > REV H SD2SNES

Doesn't it freeze because you play in 50Hz a game supposed to run in 60Hz?
I've tried this game too and didn't experience any problems.
- English patched Japanese rom
- modded PAL console with super CIC
- running the game in 60Hz
I'll try running it in 50Hz to see if I get the problem
Title: Re: sa1 support [work in progress]
Post by: redguy on August 13, 2018, 07:24 PM
sa1 v05
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes a reset bug when using the console reset button to restart the game.  I also tried rewriting a part of the code that had known timing bugs.  Hopefully this reduces the chance it will crash, but I may have also introduced new bugs.

The visual glitches in Kirby Super Star is a known bug and, unfortunately, looks like a bug in some consoles and not the sd2snes sa1 implementation.  Somehow a real cart works around it.  I'll have to see if I can find a way to do that on the sd2snes, too.

I'm getting a pal console soon.  Hopefully that helps with reproducing some of these bugs.
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 13, 2018, 07:32 PM
Everything is fine here with DBZ-HD on a 3chip and 1chip NTSC consoles.

I played fine until Freeza VS Goku battle.
Title: Re: sa1 support [work in progress]
Post by: OneBagTravel on August 13, 2018, 07:37 PM
Keep it up Redguy. Would be great to get a Q&A setup about this experience once things settle down.
Title: Re: sa1 support [work in progress]
Post by: randomronn on August 13, 2018, 07:38 PM
sa1 v05
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes a reset bug when using the console reset button to restart the game.  I also tried rewriting a part of the code that had known timing bugs.  Hopefully this reduces the chance it will crash, but I may have also introduced new bugs.

The visual glitches in Kirby Super Star is a known bug and, unfortunately, looks like a bug in some consoles and not the sd2snes sa1 implementation.  Somehow a real cart works around it.  I'll have to see if I can find a way to do that on the sd2snes, too.

I'm getting a pal console soon.  Hopefully that helps with reproducing some of these bugs.

Thanks for the constant updates and hard work!

Will test this version when I get home tonight. :)
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 14, 2018, 12:06 AM
sa1 v05
----------
See first post for the link to the latest version: http://krikzz.com/forum/index.php?topic=8045.msg61986#msg61986

This fixes a reset bug when using the console reset button to restart the game.  I also tried rewriting a part of the code that had known timing bugs.  Hopefully this reduces the chance it will crash, but I may have also introduced new bugs.

The visual glitches in Kirby Super Star is a known bug and, unfortunately, looks like a bug in some consoles and not the sd2snes sa1 implementation.  Somehow a real cart works around it.  I'll have to see if I can find a way to do that on the sd2snes, too.

I'm getting a pal console soon.  Hopefully that helps with reproducing some of these bugs.

Keep up the good work; been testing this on an Analogue Super NT, version 3.5; have had zero issues whatsoever.
Title: Re: sa1 support [work in progress]
Post by: bak_hs on August 14, 2018, 11:46 PM
Not sure if this bug has been reported yet but was playing Super Mario RPG last night, saved turned off console then turned it back on and the saves were wiped
Title: Re: sa1 support [work in progress]
Post by: olivil on August 15, 2018, 01:00 AM
Not sure if this bug has been reported yet but was playing Super Mario RPG last night, saved turned off console then turned it back on and the saves were wiped

Which version were you running? v05?
Title: Re: sa1 support [work in progress]
Post by: Svin83 on August 15, 2018, 03:33 AM
Great stuff. Thanks for making my Great SD2SNES even better :) I have only seen minor slowdowns in some SA-1 roms on my SD2SNES. I'm plaiyng on an imported Japanese SFC. PM if you want me to test or report.
Title: Re: sa1 support [work in progress]
Post by: ShyBry on August 15, 2018, 05:46 AM
First off, thanks for all you've done Redguy!

Here's a very minor issue that's hard to notice. Marvelous sometimes has some pixels on the right side of the screen, scrolling up or down, mostly white and gray but sometimes colored. Seems like it's in the overscan region, and it's not visible when connected to a couple different TVs (one CRT, one LCD). But when going through an XRGB3 it's visible when playing Marvelous via SD2SNES... sometimes, seemingly depending on whether a new game is started, or if save games at certain locations are loaded. I've been able to most consistently reproduce it by starting a new game and mashing the A button through the intro until getting to the tent.

So, most people probably wouldn't notice, and doesn't seem to impact gameplay in any way. But it's different from an original cartridge with which I've been unable to reproduce the issue.

This has been happening with a SHVC-CPU-01 (I guess people call this a 3chip? SD2SNES menu calls it 1/1/1) and SA-1 firmware v05, v04, and v03. Attached photos are from v05.
Title: Re: sa1 support [work in progress]
Post by: Spoonman on August 15, 2018, 06:11 AM
I randomly tried playing Super MARIO Kart and it just hangs at the Nintendo logo.  Other Roms seem to work and this rom has worked flawlessly in the past.

You probably made the same mistake I've made in the past when updating to new firmware ie you likely deleted your entire SD2SNES folder or reformatted the SD card and forgot to redownload the DSP1 chips.

http://caitsith2.com/snes/dsp/

You can find them at this link as Mario Kart and Pilot Wings won't run without them.

You were right on the money.  I have no idea how I deleted the .bin files.  Put them back on and all is good.  Bonehead mistake.  Thanks for the help.

I did the same thing too. :P
I wiped out the dir just to make sure I didn't have old files interfering with anything, then downloaded the official FW, then the SA-1 beta.

I just had a quick question.

So I see:
dsp1.bin
dsp1b.bin
dsp2.bin
dsp3.bin
dsp4.bin
st0010.bin
st0011.bin

but st0011.bin does not exist, only the little endian rom version. Will this matter?

Also, should I add these back?
bsxbios.bin
bsxpage.bin
cx4.bin (or is it now fpga_cx4.bit?)
SGBCPU.BIN (something to do with Super Game Boy?)
SGB-CPU.BIN (same...)

Thanks... and a super-sized thank you to Redguy, as always!  :D

Title: Re: sa1 support [work in progress]
Post by: dreimer on August 15, 2018, 07:42 PM
copy v1.8.0 on your SD cart and THEN the sa1 update. Then your question will be answered
Title: Re: sa1 support [work in progress]
Post by: Spoonman on August 16, 2018, 06:22 AM
copy v1.8.0 on your SD cart and THEN the sa1 update. Then your question will be answered

Of course I had done that. I'm actually pretty good at following directions, and have always first read the README.NNO (text) before doing anything since the 80's.

In this case it says:
* Verify you have a working copy of the base 1.8.0 firmware before applying the sa1 changes.
Done.

"sd2snes_firmware_v1.8.0.zip" contains the following files:
bsxpage.bin
firmware.img
fpga_base.bit
fpga_cx4.bit
fpga_gsu.bit
fpga_obc1.bit
menu.bin

and sd2snes_sa1_v05.zip contains:
firmware.img
fpga_sa1.bit

Neither of which answers my original questions, which to reiterate, was:

Quote
"but st0011.bin does not exist, only the little endian rom version. Will this matter?

Also, should I add these back?
bsxbios.bin
bsxpage.bin
cx4.bin (or is it now fpga_cx4.bit?)
SGBCPU.BIN (something to do with Super Game Boy?)
SGB-CPU.BIN (same...)"
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 16, 2018, 06:28 AM
copy v1.8.0 on your SD cart and THEN the sa1 update. Then your question will be answered

Of course I had done that. I'm actually pretty good at following directions, and have always first read the README.NNO (text) before doing anything since the 80's.

In this case it says:
* Verify you have a working copy of the base 1.8.0 firmware before applying the sa1 changes.
Done.

"sd2snes_firmware_v1.8.0.zip" contains the following files:
bsxpage.bin
firmware.img
fpga_base.bit
fpga_cx4.bit
fpga_gsu.bit
fpga_obc1.bit
menu.bin

and sd2snes_sa1_v05.zip contains:
firmware.img
fpga_sa1.bit

Neither of which answers my original questions, which to reiterate, was:

Quote
"but st0011.bin does not exist, only the little endian rom version. Will this matter?

Also, should I add these back?
bsxbios.bin
bsxpage.bin
cx4.bin (or is it now fpga_cx4.bit?)
SGBCPU.BIN (something to do with Super Game Boy?)
SGB-CPU.BIN (same...)"

SGB is the Super Game Boy - don't keep it
CX4 is the Cx4 chip - keep it
BSX is the Satellaview - keep it
Title: Re: sa1 support [work in progress]
Post by: D4v3WTF on August 16, 2018, 08:28 AM
I randomly tried playing Super MARIO Kart and it just hangs at the Nintendo logo.  Other Roms seem to work and this rom has worked flawlessly in the past.

You probably made the same mistake I've made in the past when updating to new firmware ie you likely deleted your entire SD2SNES folder or reformatted the SD card and forgot to redownload the DSP1 chips.

http://caitsith2.com/snes/dsp/

You can find them at this link as Mario Kart and Pilot Wings won't run without them.

You were right on the money.  I have no idea how I deleted the .bin files.  Put them back on and all is good.  Bonehead mistake.  Thanks for the help.

I did the same thing too. :P
I wiped out the dir just to make sure I didn't have old files interfering with anything, then downloaded the official FW, then the SA-1 beta.

I just had a quick question.

So I see:
dsp1.bin
dsp1b.bin
dsp2.bin
dsp3.bin
dsp4.bin
st0010.bin
st0011.bin

but st0011.bin does not exist, only the little endian rom version. Will this matter?

Also, should I add these back?
bsxbios.bin
bsxpage.bin
cx4.bin (or is it now fpga_cx4.bit?)
SGBCPU.BIN (something to do with Super Game Boy?)
SGB-CPU.BIN (same...)

Thanks... and a super-sized thank you to Redguy, as always!  :D

Hi, you don’t need the ST-0011, the SD2SNES doesn’t support it.

ST-011
requires 54kB of Block RAM; the FPGA only provides 36kB of Block RAM.
Title: Re: sa1 support [work in progress]
Post by: Spoonman on August 16, 2018, 12:20 PM

SGB is the Super Game Boy - don't keep it
CX4 is the Cx4 chip - keep it
BSX is the Satellaview - keep it

Thanks.

What would the Super Game Boy file do for the SD2SNES, and why would it be here to begin with if it doesn't do anything?

So the "CX4.bin" is different from the 1.8.0 firmware included file: fpga_cx4.bit?

Also, how are the 2 BSX files, bsxbios.bin and bsxpage.bin, different from the 1.8 included file: bsxpage.bin?


Hi, you don’t need the ST-0011, the SD2SNES doesn’t support it.

ST-011
requires 54kB of Block RAM; the FPGA only provides 36kB of Block RAM.

Got it. Thanks.
Title: Re: sa1 support [work in progress]
Post by: dreimer on August 16, 2018, 02:02 PM
bsxbios.bin and bsxpage.bin both are needed for Satellaview. BIOS is as the name suggests the BIOS ROM and bsxpage.bin is the BS-X memory map / Satellaview base unit registers. You always use the bsxpage coming with your most recent firmware. fpga_cx4.bit is the only one you need for CX4 support. It's the bitfile for the fpga emulating the CX4 on hardware.
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on August 16, 2018, 08:51 PM

SGB is the Super Game Boy - don't keep it
CX4 is the Cx4 chip - keep it
BSX is the Satellaview - keep it

Thanks.

What would the Super Game Boy file do for the SD2SNES, and why would it be here to begin with if it doesn't do anything?

So the "CX4.bin" is different from the 1.8.0 firmware included file: fpga_cx4.bit?

Also, how are the 2 BSX files, bsxbios.bin and bsxpage.bin, different from the 1.8 included file: bsxpage.bin?


Hi, you don’t need the ST-0011, the SD2SNES doesn’t support it.

ST-011
requires 54kB of Block RAM; the FPGA only provides 36kB of Block RAM.


Got it. Thanks.

What do you mean? It doesn't come with the SD2SNES.
Title: Re: sa1 support [work in progress]
Post by: Spoonman on August 17, 2018, 11:50 AM

bsxbios.bin and bsxpage.bin both are needed for Satellaview. BIOS is as the name suggests the BIOS ROM and bsxpage.bin is the BS-X memory map / Satellaview base unit registers. You always use the bsxpage coming with your most recent firmware. fpga_cx4.bit is the only one you need for CX4 support. It's the bitfile for the fpga emulating the CX4 on hardware.

Cool, thanks for the explanation. :)




What do you mean? It doesn't come with the SD2SNES.

Strange. The only files I've added to the SDcard were SmokeMonster's rom pack, and the official firmware.
IIRC, I ran the SGB rom while using the SD2SNES. maybe it creates the SGB-CPU.BIN file in the /sd2snes dir.
I ran this using the Super Nt. If that makes any difference.

Title: Re: sa1 support [work in progress]
Post by: Jdurg on August 17, 2018, 03:19 PM
You may have just forgotten that you had copied those other chip files over, or someone had done it for you last time.  If you got to Stone Age Gamer's website, their SD2SNES page has a link to downloads for the chips:  https://stoneagegamer.com/sd2snes-resources.html#chips

Title: Re: sa1 support [work in progress]
Post by: ThiagoRibeiro on August 18, 2018, 05:56 PM
Thanks for your AWESOME work, man!

During my tests I'm facing a little issues with Dragon Ball Hyper Dimension... The Freeza vs Goku demo battle is freezing the screen (the music continues normally), and the same issue happens in story mode too, before a fight with the same characters (the second battle in story mode).

-SNES Fat Pal-M (Brazilian)
- SD2SNES rev. F with latest FW and SA1 v4
- Unmodded Japanese rom

I'm in v06 and now the game freezes in the first fight (Piccolo vs Freeza)  :'(
Title: Re: sa1 support [work in progress]
Post by: ewok on August 19, 2018, 11:38 AM
Is v6 out?
Title: Re: sa1 support [work in progress]
Post by: Spoonman on August 19, 2018, 12:24 PM
Is v6 out?

https://github.com/RedGuyyyy/sd2snes/releases/download/sa1_v06/sd2snes_sa1_v06.zip
Title: Re: sa1 support [work in progress]
Post by: ewok on August 19, 2018, 06:27 PM
Thanks!
Title: Re: sa1 support [work in progress]
Post by: sonicjhn on August 19, 2018, 09:08 PM
Thanks for your AWESOME work, man!

During my tests I'm facing a little issues with Dragon Ball Hyper Dimension... The Freeza vs Goku demo battle is freezing the screen (the music continues normally), and the same issue happens in story mode too, before a fight with the same characters (the second battle in story mode).

-SNES Fat Pal-M (Brazilian)
- SD2SNES rev. F with latest FW and SA1 v4
- Unmodded Japanese rom

I'm in v06 and now the game freezes in the first fight (Piccolo vs Freeza)  :'(

Tested here with v06 and no problems at all! DBZ HD works like a charm for me.
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 20, 2018, 12:41 AM
It seems they are random freezes.

I played this game about 20 minutes with the first or second SA-1 release with no problems... But now sometimes it freezes, it happens more often when I've played another game before...
Title: Re: sa1 support [work in progress]
Post by: Prock78 on August 20, 2018, 09:59 AM
Yesterday I played the Story mode of Dragon Ball Z Hyper Dimension (French translated rom) and finished it without any issues with SA-1 v6. Have you tried with another rom?
Title: Is it possible to overclock sa1?
Post by: Turbo-Duo on August 20, 2018, 04:50 PM
Such as SuperFX's overclock.

SD Gundam Gnext has slowdown.
If sa1's overclock is possible,we are happy!
Title: Re: sa1 support [work in progress]
Post by: Highblade7777 on August 21, 2018, 03:02 PM
Admittedly, I am still on V4 but I did run into the lost save issue with Mario RPG.  Oddly enough it seems no other saves on the card have been affected.  I'm going to pull the card tomorrow and see if the save files are corrupted or just missing.
Title: Re: sa1 support [work in progress]
Post by: josete2k on August 21, 2018, 07:38 PM
Yesterday I played the Story mode of Dragon Ball Z Hyper Dimension (French translated rom) and finished it without any issues with SA-1 v6. Have you tried with another rom?

Yes, same issue.

They're random freezes.

Now I've played until the GokuVSPerfectCell match and the game hangs on with music but no image before the fight.




My cart needs the ikari's mod for proper sram working (0.1.7d onwards) so maybe both issues are related... or not...

https://github.com/mrehkopf/sd2snes/issues/104

Slowly sram maybe?



Kirby and Mario RPG seem are working with no issues.
Title: Re: sa1 support [work in progress]
Post by: Brirec on August 23, 2018, 06:52 AM
This is just amazing to me. Redguy is doing things that I thought would never happen, and it’s amazing. The first time I play Super Mario RPG will be on a real SNES on a Sony CRT, and I couldn’t have done it without you...unless I was willing to go bankrupt.

Thank you so much!
Title: Re: sa1 support [work in progress]
Post by: FartPuff on August 24, 2018, 04:59 AM
Redguy, you are an ass kicker.
Title: Re: sa1 support [work in progress]
Post by: EchopleX420247 on August 27, 2018, 08:50 PM
I’ve updated my SD2SNES with each release and currently on V.06 and all game saves are intact on SA-1 games and in game hooks are working.  Red guy saved me more money than Geico could by not having to buy the carts for these SA-1 games.  I think SF Alpha 2 might be the last licensed US release game to be 100% complete.  Thank you again for your time and effort to bring a lot of joy to the community.
Title: Re: sa1 support [work in progress]
Post by: Highblade7777 on September 01, 2018, 04:14 PM
Just an update, on v6 so far all my saves are holding.  Going to try to make it through Mario RPG.
Title: Re: sa1 support [work in progress]
Post by: roadkill2 on September 02, 2018, 09:55 AM
I’ve updated my SD2SNES with each release and currently on V.06 and all game saves are intact on SA-1 games and in game hooks are working.  Red guy saved me more money than Geico could by not having to buy the carts for these SA-1 games.  I think SF Alpha 2 might be the last licensed US release game to be 100% complete.  Thank you again for your time and effort to bring a lot of joy to the community.

I agree. When I bought the SD2SNES this year, I didn't think it would essentially pay for itself with all the great updates it has received in 2018. I can now play every SNES game on one cartridge on real hardware which I never thought would ever be possible when I first bought a Super EverDrive back in 2013. As for Street Fighter Alpha 2, I am willing to play it if it is implemented but I really don't need to since I have Street Fighter Alpha Anthology for the PS2.
Title: Re: sa1 support [work in progress]
Post by: protheanbeacon on September 02, 2018, 08:04 PM
"I am willing to play it if it is implemented"

A programmer named Magno has essentially finished the S-DD1 chip/core (whatever you want to call it) and has said he's currently in talks with ikari01 (the SD2SNES creator) about implementing his work into our beloved flash cart, so it looks like you and I and everyone else thats interested, will get to play this game on SD2SNES at some point.

I just can't tell you exactly when that will be, but hopefully ikari or magno himself updates us here about it at some point.  :P
Title: Re: sa1 support [work in progress]
Post by: roadkill2 on September 03, 2018, 04:34 AM
"I am willing to play it if it is implemented"

A programmer named Magno has essentially finished the S-DD1 chip/core (whatever you want to call it) and has said he's currently in talks with ikari01 (the SD2SNES creator) about implementing his work into our beloved flash cart, so it looks like you and I and everyone else thats interested, will get to play this game on SD2SNES at some point.

I just can't tell you exactly when that will be, but hopefully ikari or magno himself updates us here about it at some point.  :P

Awesome. I don't care what the haters out there say, I would play Street Fighter Alpha 2 on the SNES without hesitation even with its loading times. I always to like play amazingly accomplished ports (such as RE2 for the N64, SNES Doom, Virtua Racing for the Sega Genesis, and Virtua Fighter for the 32X).
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on September 03, 2018, 09:03 PM
Why bother with SDD-1 at all when you can just patch both games to not use the chip? Seems like a waste of resources to emulate it just for two games.
Title: Re: sa1 support [work in progress]
Post by: wprpalmeida on September 03, 2018, 10:16 PM
Why bother with SDD-1 at all when you can just patch both games to not use the chip? Seems like a waste of resources to emulate it just for two games.

wait, can you patch street fighter alpha 2?
Title: Re: sa1 support [work in progress]
Post by: dreimer on September 03, 2018, 10:59 PM
Well, if he can... maybe he should do so ^^ Otherwise maybe he should be happy for any working ORIGINAL ROM. Who cares about some ugly hacks if the real thing works?
Title: Re: sa1 support [work in progress]
Post by: Jdurg on September 04, 2018, 03:20 AM
SDD-1 would only take up what little precious room there is.

You don't need SSD-1

https://krikzz.com/forum/index.php?topic=6712.15

You do understand that not every single core gets loaded every single time, right?  The presence of one core does not in any way at all impact whether another core will "fit".

Someone needs to post that "Look at this first" image that explains how the SD2SNES functions.
Title: Re: sa1 support [work in progress]
Post by: protheanbeacon on September 04, 2018, 03:22 AM
"Why bother with SDD-1 at all when you can just patch both games to not use the chip? Seems like a waste of resources to emulate it just for two games."

There was a person on either Magno or Smokemonster's twitter page who claimed they have a lot of homebrew that uses the S-DD1 chip.

Which means that obviously after ikari and Magno somehow get S-DD1 up and working on SD2SNES we'll all be able to play that homebrew (should we be able to find it) and any other homebrew made for the S-DD1 chip in the future.

So yeah apparently all of these special chips have special properties that hackers/programmers/coders like to use them for in either making existing games better such as the Vitor (I think his name is?) programmer who took Super Mario World and somehow put it on the SA-1 chip and enhanced it by totally removing slowdown to others I believe using Vitor's work in this regard to make various Super Mario World hacks that basically turn SMW into a totally brand new game for each person's individual design iteration.

So there's definitely good reasons for Magno/ikari implementing S-DD1 even though Star Ocean is patched to work without it and in theory SF2 Alpha could be as well if somebody got on such a project.

Again the homebrew titles and potential for newly implemented chips into SD2SNES allowing programmers/coders/hackers to utilize to somehow make existing games handle/play better is definitely enough reason in my book for redguy/magno and anyone else to keep going and make all the remaining chips on SD2SNES work and get us to full 100% compatibility.
Title: Re: sa1 support [work in progress]
Post by: Missingno255 on September 04, 2018, 04:05 AM
Why bother with SDD-1 at all when you can just patch both games to not use the chip? Seems like a waste of resources to emulate it just for two games.
OBC-1 was used in only one game, and that's implemented. What's your point?

The person who did the Star Ocean patch is no longer in the ROM hacking community and someone has already completed the core for this.

I'd rather this be implemented for future proofing, in case some hacker somewhere (looking at you SMW Central) makes a hack that utilizes it.

Don't like it? Then don't copy the bitstream file and don't complain when other people want to play games that use it.
Title: Re: sa1 support [work in progress]
Post by: dreimer on September 04, 2018, 10:42 AM
How is it an ugly hack? All it does is expand the ROM size to 48/96 megabits and removes the SDD-1 requirement. How is that "ugly"? It's not, get your facts straight.  SDD-1 would only take up what little precious room there is.

You don't need SSD-1

https://krikzz.com/forum/index.php?topic=6712.15

It's not the way the game was made and thus it's ugly and this is FACT enough. Ah and btw... you don't need SA1,GSU,DSP*,OBC1,CX4,S-RTC and especially the only once used SPC7110 either, but I prefer to use the ORIGINAL game and I prefer the games to WORK at all in clean verified no-intro state. As Missingno255 stated, you are free to remove the SDD1 FPGA core once done and all are happy. :P
Title: Re: sa1 support [work in progress]
Post by: GreatFunky on September 04, 2018, 02:33 PM
I was on cherryroms forum 14 years before,  when Neviksti released the star ocean patch , i remember after that ,many people asked him a patch for street alpha  but he didn't follow up ...that was a lot of work .
Title: Re: sa1 support [work in progress]
Post by: justindarc on September 04, 2018, 03:56 PM
I really, really wish people would quit assuming that all the cores need to "fit" at the same time. For the 10,000th time, the cores are dynamically loaded as-needed. Adding support for any enhancement chip will never result in losing support for another because of any sort of space issue.
Title: Re: sa1 support [work in progress]
Post by: rafaelalvesals on September 04, 2018, 07:26 PM
People, focus pls. The purpose of this topic is to talk about problems in the sa1 implementation and helping to fix it. Lets talk about the possibility of add or not add another chip when this one get finished?
Title: Re: sa1 support [work in progress]
Post by: Jdurg on September 05, 2018, 07:28 AM
 :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
Title: Re: sa1 support [work in progress]
Post by: Missingno255 on September 05, 2018, 09:36 AM
Is there even enough room on the FPGA? That's the main thing I'm worried about.
Oh the irony is strong with one. First, you complained about me being worried about SA-1 fitting, now this? Perhaps, you don't get it do you? People have mentioned this numerous times, that the cores are loaded on demand. Just stop.
Quote
magno 08/08/2018
@pippuz Yes, yesterday I compiled the base firmware with S-DD1 and luckly it fits in the Spartan 3. The design occupies 91% of FPGA resorces, which is great. Now I'm waiting for @ikari_01  to answer some questions to finish integration with current base firmware.
There's your answer. Direct from the horse's mouth on discord.
Title: Re: sa1 support [work in progress]
Post by: dreimer on September 05, 2018, 09:45 AM
Is there even enough room on the FPGA? That's the main thing I'm worried about.

Evolutionary advantage of people who can read. It was explained to you... 2948502012 times already that the FPGA is set up on ROM boot with a fpga_*.bit file fitting that game. There is ---> NO <--- ONE bitfile that always has to fit. The FPGA always does ---> ONE <--- job at once, like being a SA1 or a DSP1 or... whatever, a b33r opener! If you now still don't get it, I strongly recommend the mods to call this a day and give free holidays for trolling.
Title: Re: sa1 support [work in progress]
Post by: Jdurg on September 05, 2018, 05:34 PM
If a beer opener is included in the next hardware revision, I will be onboard for dozens.  Heh.
Title: Re: sa1 support [work in progress]
Post by: Jdurg on September 05, 2018, 06:33 PM
Though you may be frequenting the discord server, not every person who is a member of these forums here are on that discord. 

Had you quoted magno's discord post when referring to whether or not that individual core is able to fit, then I feel this likely would not have come to what is in the recent posts.

Just a suggestion.
Title: Re: sa1 support [work in progress]
Post by: goombakid on September 06, 2018, 06:03 AM
Just popping in to remind everyone to be civil.
Title: Re: sa1 support [work in progress]
Post by: Eyedunno on September 06, 2018, 07:07 PM
As Missingno255 stated, you are free to remove the SDD1 FPGA core once done and all are happy. :P
I'm pretty impressed that S-DD1 support is almost ready and some people still feel the need to argue about it, like SD2SNES will be way better if it only supports 99.9% of North American titles instead of 100%.
Title: Re: sa1 support [work in progress]
Post by: rocketblast on September 08, 2018, 08:11 PM
I would like to see this fabled S-DD1 implementation running on my SD2SNES.  Thought it would be available by now.
Title: Re: sa1 support [work in progress]
Post by: Terminator2k2 on September 08, 2018, 08:26 PM
magno is working hard behind the scenes to bring this to us.....im sure he has a working sdd1 implementation, he just needs to glue it to the rest of the firmware
Title: Re: sa1 support [work in progress]
Post by: Gumball on September 09, 2018, 02:44 AM
Well I just wanted to report on V6. On previous versions there were the visual glitches on kirby super star which I know redguy is aware of. I just wanted to say that on V6 they are not as bad so some progress snuffing out the causes of them has been made at least. The game is still perfectly playable tho. As for SDD-1 support?? To me that's huge! I wonder if anyone could use it for rom hacks or hell hack star ocean. That would be awesome.
Title: Re: sa1 support [work in progress]
Post by: Eyedunno on September 10, 2018, 07:15 PM
Well I just wanted to report on V6. On previous versions there were the visual glitches on kirby super star which I know redguy is aware of. I just wanted to say that on V6 they are not as bad so some progress snuffing out the causes of them has been made at least. The game is still perfectly playable tho. As for SDD-1 support?? To me that's huge! I wonder if anyone could use it for rom hacks or hell hack star ocean. That would be awesome.
Yeah, exactly. Aside from 100% support for NA games, hacks are a good reason why S-DD1 support will be pretty nice.
Title: Re: sa1 support [work in progress]
Post by: mario64 on September 13, 2018, 06:35 PM
Is redguy still working on this or is it considered done at this point?
Title: Re: sa1 support [work in progress]
Post by: Jurai on September 13, 2018, 07:43 PM
Is redguy still working on this or is it considered done at this point?

He's made active commits on github since the v06 release so I would assume it's not considered 'done'
Title: Re: sa1 support [work in progress]
Post by: Missingno255 on September 14, 2018, 02:39 AM
It seems he must have found some free space by optimizing or deleting unoptimized code somewhere, because he implemented(?) Variable Length Data/Auto for SA-1 and there was only 1% space left, according to him, after he implemented partial BCD mode support for Super Mario RPG. So apparently he isn't done just yet.
Title: Re: sa1 support [work in progress]
Post by: mario64 on September 14, 2018, 04:42 AM
Ok cool. Thanks for the update
Title: Re: sa1 support [work in progress]
Post by: FartPuff on September 21, 2018, 05:42 AM
Is redguy still working on this or is it considered done at this point?

He's made active commits on github since the v06 release so I would assume it's not considered 'done'

Please link said repository.
Title: Re: sa1 support [work in progress]
Post by: Missingno255 on September 21, 2018, 01:17 PM
Is redguy still working on this or is it considered done at this point?

He's made active commits on github since the v06 release so I would assume it's not considered 'done'

Please link said repository.
https://github.com/RedGuyyyy/sd2snes
Title: Re: sa1 support [work in progress]
Post by: ka55 on September 26, 2018, 04:11 AM
Is redguy still working on this or is it considered done at this point?

He's made active commits on github since the v06 release so I would assume it's not considered 'done'

Please link said repository.
https://github.com/RedGuyyyy/sd2snes

Thanks!  here's a more specific link.  It looks like it includes commits as recent as 22 days ago. 

https://github.com/RedGuyyyy/sd2snes/tree/sa1 (https://github.com/RedGuyyyy/sd2snes/tree/sa1)
https://github.com/RedGuyyyy/sd2snes/tree/sa1b
Title: Re: sa1 support [work in progress]
Post by: fille1976 on September 26, 2018, 07:51 PM
Hi,v0.6 is the latest release.
Title: Re: sa1 support [work in progress]
Post by: mario64 on October 09, 2018, 06:54 AM
Has anyone heard from Redguy lately? The last commit was nearly a month ago. Development has ceased?
Title: Re: sa1 support [work in progress]
Post by: justindarc on October 09, 2018, 07:34 AM
It looks like RedGuyyyy's sa1 branch was merged into the upstream develop branch just a week ago:

https://github.com/mrehkopf/sd2snes/pull/112
Title: Re: sa1 support [work in progress]
Post by: mario64 on October 09, 2018, 07:54 PM
It looks like RedGuyyyy's sa1 branch was merged into the upstream develop branch just a week ago:

https://github.com/mrehkopf/sd2snes/pull/112
Ok cool. Thank you. I need to better understand how to read Git updates
Title: Re: sa1 support [work in progress]
Post by: the_randomizer on October 11, 2018, 01:46 AM
It looks like RedGuyyyy's sa1 branch was merged into the upstream develop branch just a week ago:

https://github.com/mrehkopf/sd2snes/pull/112

I assume that means it's been merged with the official firmware...?
Title: Re: sa1 support [work in progress]
Post by: noe on October 19, 2018, 05:35 PM
I have download the 1.8.0 firmware from the website sd2snes.de and I have copy the SA-1 files, but my sd2snes menu says 1.8.0 and I can not play SA-1 games.

Why is not  the version that appears in my sd2snes menu 1.8.0-sa1-v#?.

What can I do for play SA-1 games?

Thanks
Title: Re: sa1 support [work in progress]
Post by: Proxima on October 20, 2018, 05:47 AM
@Noe: it is because 1.8.0 is not merged yet with official firmware.

Go at the top of the thread and check the downlink to download the current addition (beta) for sa-1
Title: Re: sa1 support [work in progress]
Post by: noe on October 20, 2018, 10:05 AM
@Noe: it is because 1.8.0 is not merged yet with official firmware.

Go at the top of the thread and check the downlink to download the current addition (beta) for sa-1

I have download the v.5 sa-1 firmware and I have copy the files, but only appears in menú 1.8.0 and I can't play sa-1 games. What could be the problem?
Title: Re: sa1 support [work in progress]
Post by: Deano on October 24, 2018, 03:27 PM
Hey all , I Have the UK Cartridge of the SD2 SNES , I have downloaded the Beta firmware for the SA1 enhanced music games but when I got into 'Unplayable Chip Games' Directory it opens with nothing apart from ../ , Any help would be Awesome thanks
Title: Re: sa1 support [work in progress]
Post by: Relikk on October 24, 2018, 04:02 PM
when I got into 'Unplayable Chip Games' Directory it opens with nothing apart from ../

What is the file extension of the files in that folder?
Title: Re: sa1 support [work in progress]
Post by: Deano on October 24, 2018, 04:11 PM
Basically I scroll down to 'Unplayable Chip Games' , Press button and go inside the folder but it just appears with ../
Title: Re: sa1 support [work in progress]
Post by: Relikk on October 24, 2018, 04:42 PM
Well that can mean a couple of things. Either there's nothing in the folder, or the SD2SNES isn't recognising the files because of their file extensions.

Put the SD card into your computer and check if there's actually something in the folder, and if there is they have to be either .smc or .sfc files for the SD2SNES to be able to read them. If they're ZIP archives then they have to be unzipped.
Title: Re: sa1 support [work in progress]
Post by: Deano on October 24, 2018, 04:50 PM
Yeah The folder its self is empty , This is how I received the sd card , Can i download the necessary files at all and put them in the folder ?
Title: Re: sa1 support [work in progress]
Post by: Jdurg on October 24, 2018, 05:19 PM
Yes.  You need to download the game ROM files and load them on the SD card yourself.  The SD2SNES does not come packaged with ROM files.  Doing so would bring the back-hand of Nintendo's legal team on their ass so fast they'd taste the soap they used to wash their hands.

Title: Re: sa1 support [work in progress]
Post by: Deano on October 24, 2018, 05:40 PM
I have all the roms but i need to tell the sd2 snes that i want to change to the SA1 chipset so that i can play them but i cant as the option is not in the folder .
Title: Re: sa1 support [work in progress]
Post by: Relikk on October 24, 2018, 06:33 PM
Special chip cores are loaded on-demand. If you load a SuperFX game, the SuperFX core is loaded automatically. Same with SA-1. If you load an SA-1 game, the SA-1 core is loaded automatically. You don't need to specify it anywhere in menus.
Title: Re: sa1 support [work in progress]
Post by: Deano on October 24, 2018, 06:45 PM
Nice one mate , Thanks so much for letting me know , I saw a vid on youtube where the fella had to select an SA1 option but its was the USA version .
Title: Re: sa1 support [work in progress]
Post by: OneBagTravel on October 24, 2018, 07:13 PM
Well I'm glad THAT'S all sorted...  :o
Title: Re: sa1 support [work in progress]
Post by: Gumball on October 24, 2018, 07:35 PM
does anyone know if work is being done on fixing kirby super stars graphical glitches? They arent that bad and the game is totally playable I was just wondering.
Title: Re: sa1 support [work in progress]
Post by: rocketblast on October 24, 2018, 07:35 PM
Is S-DD1 going to be in the official build, no pre-releases?  Been waiting for an update on that although it is just for two games.
Title: Re: sa1 support [work in progress]
Post by: Missingno255 on October 27, 2018, 08:09 AM
Is S-DD1 going to be in the official build, no pre-releases?  Been waiting for an update on that although it is just for two games.
Don't count on it.
does anyone know if work is being done on fixing kirby super stars graphical glitches? They arent that bad and the game is totally playable I was just wondering.
It happens on a real Kirby Super Star cart too, although less bad and less often, so it's not the game. IIRC, it has to do with SD2SNES and PPU timings or something of that nature and the revision of the console(?). Super Mario World, Star Ocean, and Chrono Trigger, exhibit similar problems. Ikari_01 and Redguy did mention a fix for it, but I don't remember what the progress of that was. In the mean time, if it's that bad, just reset the console and may go away. Multiple resets work best, from what I've heard.
Title: Re: sa1 support [work in progress]
Post by: rocketblast on October 28, 2018, 01:34 AM
Is S-DD1 going to be in the official build, no pre-releases?  Been waiting for an update on that although it is just for two games.
Don't count on it.
does anyone know if work is being done on fixing kirby super stars graphical glitches? They arent that bad and the game is totally playable I was just wondering.
It happens on a real Kirby Super Star cart too, although less bad and less often, so it's not the game. IIRC, it has to do with SD2SNES and PPU timings or something of that nature and the revision of the console(?). Super Mario World, Star Ocean, and Chrono Trigger, exhibit similar problems. Ikari_01 and Redguy did mention a fix for it, but I don't remember what the progress of that was. In the mean time, if it's that bad, just reset the console and may go away. Multiple resets work best, from what I've heard.


S-DD1 games can be patched to no longer need the chip, so it's kind of moot.


When did Street Fighter Alpha 2 suddenly get patched?
Title: Re: sa1 support [work in progress]
Post by: galvatron1983 on October 28, 2018, 11:30 AM
I know SF Alpha 2 can run in emulators that dont properly support the SDD1 by using a version of the game thats been patched so all the graphics data is de-compressed, bypassing the need for the SDD1. I dont think that patched version works on a real SNES via a flashcart though? So I dont think its moot.
Title: Re: sa1 support [work in progress]
Post by: TomKeller on October 28, 2018, 12:20 PM
The decompressed SF Alpha 2 version for emulators without SDD1 support doesn't work with the SD2SNES indeed. It was already discussed in this thread:

https://krikzz.com/forum/index.php?topic=6712.0

I looked at the patch and it isn't a real patch to make the game itself use decompressed graphics but rather the emulator. It contains directives for canoe-shvc to supply decompressed information from the extended ROM area instead of decompressing the data itself. The start of each compressed data block in the ROM is patched with "SDD1"+a 32-bit offset into the pre-decompressed graphics block.
So this works very much like the early decompressed graphics packs used by emulators before actual S-DD1 decompression was figured out. Sadly it isn't anything that can run on actual SNES hardware.

However using the information from the IPS patch + decompressed graphics pack it might be easier to hack the ROM to use the decompressed assets simply by pointing the DMA source address to the address referenced by the "SDD1 chunk" instead of the original ROM address.
Title: Re: sa1 support [work in progress]
Post by: Missingno255 on October 29, 2018, 02:59 AM
Is S-DD1 going to be in the official build, no pre-releases?  Been waiting for an update on that although it is just for two games.
Don't count on it.
does anyone know if work is being done on fixing kirby super stars graphical glitches? They arent that bad and the game is totally playable I was just wondering.
It happens on a real Kirby Super Star cart too, although less bad and less often, so it's not the game. IIRC, it has to do with SD2SNES and PPU timings or something of that nature and the revision of the console(?). Super Mario World, Star Ocean, and Chrono Trigger, exhibit similar problems. Ikari_01 and Redguy did mention a fix for it, but I don't remember what the progress of that was. In the mean time, if it's that bad, just reset the console and may go away. Multiple resets work best, from what I've heard.

S-DD1 games can be patched to no longer need the chip, so it's kind of moot.
You can't be serious.....

Produce evidence of Street fighter Alpha 2 being patched. Otherwise, your credibilty is shot.
Title: Re: sa1 support [work in progress]
Post by: galvatron1983 on October 29, 2018, 12:06 PM
He cant, hes referring to ROMs of SFA2 that have been patched to run on emulators, such as Canoe on the Snes Classic Mini. Theres no such patch for it for work on a real SNES via SD2SNES.

Ergo, we still need SDD1 support.
Title: Re: sa1 support [work in progress]
Post by: Missingno255 on October 29, 2018, 03:30 PM
He cant, hes referring to ROMs of SFA2 that have been patched to run on emulators, such as Canoe on the Snes Classic Mini. Theres no such patch for it for work on a real SNES via SD2SNES.

Ergo, we still need SDD1 support.
Exactly. I don't even know why he comes in and continues to beat this dead horse, as we've explained this to him numerous times.

Since Redguy is done with SA-1, can we lock this thread please?
Title: Re: sa1 support [work in progress]
Post by: OneBagTravel on October 29, 2018, 03:52 PM
You can't be serious.....

Produce evidence of Street fighter Alpha 2 being patched. Otherwise, your credibilty is shot.
He cant, hes referring to ROMs of SFA2 that have been patched to run on emulators, such as Canoe on the Snes Classic Mini. Theres no such patch for it for work on a real SNES via SD2SNES.

Ergo, we still need SDD1 support.
Exactly. I don't even know why he comes in and continues to beat this dead horse, as we've explained this to him numerous times.

Since Redguy is done with SA-1, can we lock this thread please?
It's pretty impressive that the_randomizer has a reputation for derailing threads on a forum of about 100-200 Retro gaming FPGA enthusiasts.
Title: Re: sa1 support [work in progress]
Post by: mario64 on October 29, 2018, 06:50 PM
He cant, hes referring to ROMs of SFA2 that have been patched to run on emulators, such as Canoe on the Snes Classic Mini. Theres no such patch for it for work on a real SNES via SD2SNES.

Ergo, we still need SDD1 support.
Exactly. I don't even know why he comes in and continues to beat this dead horse, as we've explained this to him numerous times.

Since Redguy is done with SA-1, can we lock this thread please?
Is it confirmed Redguy is done with SA-1? Haven’t seen that posted anywhere
Title: Re: sa1 support [work in progress]
Post by: goombakid on October 29, 2018, 07:01 PM
Is it confirmed Redguy is done with SA-1? Haven’t seen that posted anywhere

I'll leave it to either Ikari or Redguy to announce it officially.

can we lock this thread please?
Since the original purpose of this thread was mainly SA-1 and it got derailed to something else and further ensuing chaos, yes.