Author Topic: gsu (superfx) support [work in progress]  (Read 194710 times)

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Offline FeverDrive

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Re: gsu (superfx) support [work in progress]
« Reply #15 on: March 28, 2018, 06:27 AM »
Excellent, keep up the good work brother.
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Offline Sarge

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Re: gsu (superfx) support [work in progress]
« Reply #16 on: March 28, 2018, 07:44 AM »
Wow, that's great!  Well done, and thank you for your hard work!
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Offline SmokeMonster

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Re: gsu (superfx) support [work in progress]
« Reply #17 on: March 28, 2018, 09:04 AM »
Simply incredible. Well done redguy! 8)

Offline ghairat

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Re: gsu (superfx) support [work in progress]
« Reply #18 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?

Offline AlxUnderBase

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Re: gsu (superfx) support [work in progress]
« Reply #19 on: March 28, 2018, 12:44 PM »
Mama miaaa ! SuperFX comingggggg ! OMMMMG !
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Offline leonquest

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Re: gsu (superfx) support [work in progress]
« Reply #20 on: March 28, 2018, 02:39 PM »
Chiming in just to say thank you and to get subbed to this thread.

Thank you!!!!!!!!
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Offline PityOnU

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Re: gsu (superfx) support [work in progress]
« Reply #21 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!
« Last Edit: March 28, 2018, 06:40 PM by PityOnU »

Offline countdown

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Re: gsu (superfx) support [work in progress]
« Reply #22 on: March 28, 2018, 07:50 PM »
Nice work! Looking forward to a successful project. I sure hope SA-1 is next....

Offline animeloverxX93

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Re: gsu (superfx) support [work in progress]
« Reply #23 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.
« Last Edit: March 28, 2018, 09:53 PM by animeloverxX93 »

Offline Razorleafattack

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Re: gsu (superfx) support [work in progress]
« Reply #24 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!

Offline animeloverxX93

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Re: gsu (superfx) support [work in progress]
« Reply #25 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

Offline Greg2600

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Re: gsu (superfx) support [work in progress]
« Reply #26 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. 

Offline tic

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Re: gsu (superfx) support [work in progress]
« Reply #27 on: March 28, 2018, 10:40 PM »
Yeah it cost me near 200e  few months ago.

That is middle ps4 :D

Offline Arjak

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Re: gsu (superfx) support [work in progress]
« Reply #28 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

Offline leonquest

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Re: gsu (superfx) support [work in progress]
« Reply #29 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.
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO

On my wishlist:
Everdrive GBA - EDGB X3 - Saturn Satisfier