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Messages - Eyedunno

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106
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 22, 2018, 11:32 PM »
Went ahead and added the SNES Classic Edition. Seems like they each have their own quirks. :P I'm sort of impressed with how similar they look--the Super Nt really nails the colors on recent firmware.

https://youtu.be/ibQQBXFMn0k

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

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

Edit #2: Did a bunch of tests with the exact same cartridge, and there was some variability--up to about 6 hundredths of a second as far as I could tell. Not as much as between NA 1.2 and JP 1.0, but still there. Still, something like that might make it hard to be sure exactly how far the GSU firmware is from 100% accuracy.

107
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 22, 2018, 10:18 PM »
Yup, the timing feels a lot better. But let's check the tale of the tape:
https://youtu.be/Nl3_oyxhlms

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

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

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

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

Still, this is a LOT closer.

It's obviously still nowhere near as accurate as the Cx4 support is, but would I rather play this than the SNES Classic? For the first time, I think the answer is yes, because it feels about right now. And mentioning this makes me sort of want to see what happens when I run the same test with the SNES Classic. I guess stay tuned?

108
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 18, 2018, 06:42 PM »
Also on the Super Nt with JB6.6 (CopySNES ftw!), and also haven't had any crashes since around v02.

109
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 17, 2018, 08:33 PM »
Amazing that dotsarecool did that so quickly.

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

I have never played Yoshi's Island to completion, and am curious what's different between the two speeds and the real cart. Is there a certain level that might be best suited to testing the differences? I'd maybe be willing to play through to that point just to see, and I have a flash programmer with which I SHOULD be able to copy a save to/from my real cart. (I hear a lot about "Touch Fuzzy, Get Dizzy", but dunno if that's the best GSU-2 showcase or not.)

110
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 17, 2018, 02:40 AM »
As far as I can see the core is already running at 21.429MHz which is as close an approximation as you will get with the FPGA's PLL. The FPGA gets a 24MHz clock from the MCU which is multiplied by 25/7 in fpga_gsu.bit, resulting in an FPGA clock of 85.714MHz which is in turn divided by 4 using a clock enable signal for the GSU core.

Alternatively you could choose to run from the SNES master clock which could get you intro trouble on PAL consoles because they only run at 21.28MHz instead of 21.477. And the clock signal is super jittery on PAL consoles. After all, even Nintendo soon chose to go with a dedicated on-board oscillator instead of relying on the SNES clock.
So why is Star Fox running slower than it should on Normal mode (seems about 5-6% slower than it should be running based on my videos)?

111
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 16, 2018, 04:48 PM »
Thanks for this, again, awesome work!

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

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


112
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 16, 2018, 09:35 AM »
Thanks for this, again, awesome work!

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

113
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 16, 2018, 03:40 AM »
I made a video comparison.
https://www.youtube.com/watch?v=fmhY5sZyOTM
I also did another comparison (no shown) to the earlier Brazilian comparison by syncing it up at the same point he did, then checking on the frame when a certain ship goes offscreen (about 46 seconds in for the real cart). His video had about 8.4 seconds difference between the real cart and the SD2SNES at that point, while mine had about 3.5 seconds difference with v.06.

Anyway, this video may already be obsolete given v.07 above, but it does seem to show an improvement.

114
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 16, 2018, 02:46 AM »
Can someone explain to me what USB to SNES is?
It lets you access the SD card through the USB port on the SD2SNES.

115
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 16, 2018, 12:49 AM »
I can confirm that using the dotsarecool tool to customize the menu does NOT work currently. It results in garbage at the top. Despite that and the config loading issue, wow, what an update! Star Fox feels almost right now in Normal mode, and in Fast mode, it is pretty crazy.

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

116
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 07, 2018, 09:51 PM »
Considering it's still not running as fast as the original chip, I think you're getting ahead of yourselves with this talk of overclocking.

117
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 05, 2018, 10:33 PM »
Thank you Redguy ! will be hard for me to start on use the saving on SD using reset button ! You are a legend and Ikari too  :)
Funny, a few painful lost saves taught me to ALWAYS long reset any game with SRAM, long before the GSU beta. It's much nicer now with the Super Nt, because I can do a long reset from the couch.  8)

118
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 05, 2018, 01:56 AM »
But yeah, given than the SA-1 has greater complexity than the Super FX chip and that the Super FX implementation has already nearly-filled the FPGA, it seems unlikely that an SA-1 implementation could fit on the current hardware.

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

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

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

Hrm, presumably I have this problem then, as I was on the very first Stone Age Gamer preorder way back in 2012 or whenever. Not that I care THAT much, as I have a Super NT now, and I can adjust that, plus MSU-1 games are more of a novelty to me than something I actually play with any regularity.

119
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 05, 2018, 01:19 AM »
I hear you struggled putting fx in there.  Work and perfect the fx before you move on. herd you had to take out the usb part to put the fx in i don't mind.
Ikari made the regular firmware, redguy made the current GSU beta, and I think saturnu did the USB fork. So I'm pretty sure you "herd" wrong. The GSU beta is based on the regular firmware, which never supported USB, though redguy did have a comment about maybe adding USB later.

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

I'm not saying SA-1 is impossible, but I am saying this is currently unknown (as far as I am aware, anyway). Some of us (like me!) have waited 6+ years for GSU though, so have patience.

120
FXPAK (SD2SNES) / Re: Implementing GSU Chip (SuperFX) in Verilog
« on: April 04, 2018, 09:40 PM »
other updates?
Nope *whistles*

This other thread is up to 11 pages now for some reason though. Super weird.
http://krikzz.com/forum/index.php?topic=7451.150

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