Author Topic: sa1 support [work in progress]  (Read 56711 times)

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Offline tic

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Re: sa1 support [work in progress]
« Reply #30 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

Offline ErivandoXP

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Re: sa1 support [work in progress]
« Reply #31 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)


Masters New - Augusta 3 (Golf)
« Last Edit: August 02, 2018, 02:15 PM by ErivandoXP »

Offline leonquest

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Re: sa1 support [work in progress]
« Reply #32 on: August 02, 2018, 03:45 PM »

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
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO

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Everdrive GBA - EDGB X3 - Saturn Satisfier

Offline James-F

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Re: sa1 support [work in progress]
« Reply #33 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

SD2SNES SA-1:
https://cdn.discordapp.com/attachments/467663225266110479/474250544148381716/20180801_192130.mp4
« Last Edit: August 02, 2018, 04:35 PM by James-F »
Mega Everdrive x5, Everdrive 64 v3, Everdrive N8, SD2SNES, Joyzz.

Offline leonquest

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Re: sa1 support [work in progress]
« Reply #34 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

SD2SNES SA-1:
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.
« Last Edit: August 02, 2018, 05:22 PM by leonquest »
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO

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

Offline justindarc

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Re: sa1 support [work in progress]
« Reply #35 on: August 02, 2018, 06:03 PM »
THANK YOU RedGuy!! Have a virtual beer on me 🍺

Offline adimifus

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Re: sa1 support [work in progress]
« Reply #36 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!
Everdrive N8 (Famicom version), SD2SNES rev E1, Game Doctor SF7, Everdrive 64 v2, Jaguar SD, PSIO
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Offline butfluffy

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Re: sa1 support [work in progress]
« Reply #37 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.

Offline Hempsa

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Re: sa1 support [work in progress]
« Reply #38 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.

Offline fille1976

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Re: sa1 support [work in progress]
« Reply #39 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.

Offline lee4

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Re: sa1 support [work in progress]
« Reply #40 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
« Last Edit: August 02, 2018, 11:07 PM by lee4 »
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Super NT | Mega SG | Super Retro Advance | SGB v1 | PCE+SSD3

Offline josete2k

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Re: sa1 support [work in progress]
« Reply #41 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/

Offline Hanafuda

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Re: sa1 support [work in progress]
« Reply #42 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.


Offline protheanbeacon

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Re: sa1 support [work in progress]
« Reply #43 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
« Last Edit: August 03, 2018, 01:54 AM by protheanbeacon »
krikzz products I own: SD2SNES, Joyzz, Everdrive GB X7, Everdrive GBA X5, Mega Everdrive X7, Everdrive 64 v3, Everdrive N8, Turbo Everdrive v2, Master Everdrive X7.

Offline butfluffy

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Re: sa1 support [work in progress]
« Reply #44 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.