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Messages - Eyedunno

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91
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 26, 2018, 05:30 PM »
I just tested mine and there's no differences for me. It's exactly the same as it was on previous GSU versions, and stock firmware. No idea what the problem could be on your end.
Ack, thought maybe it might have something to do with using the dotsarecool modified menu.bin, so I redownloaded both firmwares and put the original, unaltered menu.bin from each firmware on their respective cards. No difference--still way too loud with the boost on v08, but not on vanilla 0.1.7e.

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

92
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 26, 2018, 03:40 PM »
+9.5db is usually the sweet spot for me on my Rev. F.

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

And yes, I used the Blake Robinson orchestral Super Metroid WITH the 2018 normalized audio on both. At first, I thought I'd forgotten to copy the normalized audio files to the v08 card, so I copied them again, and nope, that wasn't the problem. And just for you, I went and tested Super Road Blaster, Ninja Gaiden Trilogy (with NES music), and Rock 'n Roll Racing (with the normalized audio pack with vocals). I couldn't hear the beeps at all on Super Road Blaster, Ninja Gaiden Trilogy was the least bad, but still obviously too loud, and I could barely hear the announcer over Ozzy on Rock 'n Roll Racing.

93
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 26, 2018, 08:19 AM »
Oh, so hey, I've been derailing this thread like crazy, but now I have something to bring the topic back to the gsu beta--and I owe it all to my earlier thought about an MSU-1 version of Street Fighter Alpha 2 (though I still think this idea is swiggety-sweet *wink*).

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

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

94
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 25, 2018, 10:43 PM »
Just thought I'd pipe in that Doom with Redguy's fast speed option is totally fixed and playable.  Maybe the same speed enhancer could help improve Street Fighter Alpha 2/Zero 2 as well.
Yeah, that's not going to happen. That specifically has to do with the GSU-1/2 chip being emulated at a faster speed than it ran at originally. There have been people who overclocked the GSU-1 on a real cart with similar results. It's not something you could do on just any game though, and all the S-DD1 chip is used for is for graphics decompression. However, I get the feeling the annoying load times could be decreased or eliminated just by making the SNES load fewer audio samples. Perhaps getting rid of the announcer altogether or just keeping "FIGHT!" (or maybe replacing fight with a generic punch sound or something, I don't know...) would be enough.

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

I'd rather see SA-1 before S-DD1 to be honest.
Well yeah, of course. I would rather have had SA-1 before GSU, too! But SA-1 is a lot iffier, and even if it can be implemented, it's much harder to implement than S-DD1. My understanding is that there is even a native S-DD1 decompressor that just uses the SNES CPU, though obviously you couldn't use it on-the-fly in a game.

95
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 25, 2018, 09:36 PM »
Fair enough. Personally I don't mind it. As for Street Fighter Alpha 2/Zero 2 I wouldn't wanna play the snes versions anyway even if it did work on the sd2snes. Its so slow to play. Id rather either play it on mame or my ps2 version on the anthology pack. I suppose for those who don't have those options or just prefer the snes version i can see why they would want it.
I do still play the SNES version from time to time. But beyond that, what about just wanting the SD2SNES to be as compatible as possible within the limitations of the hardware? What about potential hacks of S-DD1 games? (I can think of one possibility: presumably the announcer's voice could be removed to reduce or eliminate the infamous load times! But maybe somebody wants to do a more thorough hack...right now emulators and cart-cannibalizing repros would be the only way to play it.)

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

96
FXPAK (SD2SNES) / Re: What is the top super metroid hack to play?
« on: April 25, 2018, 06:53 PM »
As far as I'm concerned, the best hack is item randomizer, if that counts. It absolutely breathes new life into the game.

Total's rando is far better for racing, but I prefer dessyreqt's (on Speedrunner difficulty) for convenience and personal familiarity.

Second favorite would probably be rotation hack.

97
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 25, 2018, 06:14 PM »
I honestly don't get what he's saying. I have played both an original cart, the original rom on bsnes, and the uncompressed rom on sd2snes and the only difference between them that I could see is on the uncompressed rom there is a slight graphical issue with the text boxes I've noticed other than that its fine and totally playable.
I never said the Neviksti hack wasn't playable. But a clean dump is not playable, and literally the only way to play it is with a hack. I'm not even saying it's a major issue, but do you deny that it is nonetheless a compatibility issue? Besides that, Street Fighter Zero/Alpha 2 remains a major issue, as there is not even a hack for that one.

When I said silly, I was being a little facetious, but it is still an extra step that would not be necessary if SD2SNES had some kind of S-DD1 compatibility.  Plus it would save a few megs on the SD card. Granted, memory is cheap (I can't even find an SD card smaller than 16 gigs in stores anymore), but I'm just saying...

98
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 25, 2018, 04:25 PM »
Retrode can dump SA-1 SRAM using the Enhanced Cart Adapter with a firmware update.

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

The Arduino Cart Reader can read and write SA-1 SRAM.
Welp, don't have that Enhanced cart adapter, but the sanmaiwashi ex dumper apparently supports everything. NEAT! Don't see where it works with SRAM though; looks like just ROM. Still cool that there are so many things like this now.

99
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 25, 2018, 06:00 AM »
The Retrode still allows for dumping SRAM from both Genesis and SNES, though, right?  Hopefully DragonBox will get some in stock again soon.

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

I wonder if DragonBox's Retrodes suck as bad as my OG Retrode 2. The Mini USB port on mine is HORRIBLY designed, and it's hard to keep the damned cable in due to it being recessed too far inside.

100
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 24, 2018, 11:13 PM »
I've always believed in the SD2SNES.

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

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

Edit:
I'm not denying the cart is excellent, but the prob with carts is replacing the batteries is a pain in the butt, costly, and more wear and tear constantly ejecting and inserting carts over and over. The Super NT cart slot isn't quite flush (they do wiggle slightly, but remain stable). SA-1 would be nice, that's all, but again, not holding my breath.
I agree, and the SRAM thing is huge when it comes to SA-1. Not only does it apply to Marvelous and Super Mario RPG, but until recently, I didn't even have a way to back up the SRAM on those carts (thanks, CopySNES!). CopySNES still doesn't allow writing SRAM back to the cart, but I'm hopeful it will eventually. At that point, maybe I'll preemptively replace my Super Mario RPG and Marvelous (and probably Jikkyou Oshaberi Parodius) batteries with battery holders for easy future replacment and finally feel okay about playing these games on real hardware, despite the remaining wear and tear issues you mention (hey, at least there is less of that than we used to inflict on our SNESes and carts!).

101
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 24, 2018, 02:36 AM »
I think tactics ogre may also be sensitive to SRAM usage,  as I lost a save file once on my sd2snes. I experienced other weird errors since I was using a 1chip system, but the SRAM corruption seemed related to what happened to you with super metroid.
I think I shut it off right after I saved at a save point, and the whole thing kinda happened in slow motion, the lights starting to flash on my SD2SNES right as I almost unconsciously committed to flicking the off switch, and realizing almost immediately that I was probably screwed. And ever since then, I've been paranoid enough to just long reset every time, and this is even easier with the Super Nt (though I use Start+Select+↑ rather than the default just as extra insurance against hitting it by accident, as I use Select a lot in Super Metroid; one of these days I should break the habit and start using a face button for item select...).

102
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 24, 2018, 01:22 AM »
Indeed, and I still have it planned as a fallback. Could always happen that the power goes out or the SNES is switched off too soon while saving. Also for games that permanently keep changing the SRAM content it would be probably better to rely on than doing periodic saving.

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

103
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 23, 2018, 04:58 PM »
BTW, I did some more Star Fox testing (full playthrough). It did still feel a bit sluggish in places. Also, the end credits run kind of slow; the music stops while the last names ("JAPANESE SUPPORT") are on screen, as opposed to when the words "THE END" are approaching.

Still, I must note that a YouTube search shows that older emulators do much worse than this, with the music ending a good 15 seconds earlier than that relative to the names on screen.

104
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 23, 2018, 03:11 AM »
I thought you compared the timing of the chips too, Canoe is way off on Super FX apparently.  What's weird is Canoe also emulates the Cx4 chip, as you can run MMX2 and X3.  I'd rather run my games on the Super NT with SD2SNES.
I did indeed compare the timing. That was sort of the point. I know Canoe isn't perfect, but it felt reasonably okay to me to play Star Fox on it. Now, for the first time, SD2SNES is even better (previously, it had been obviously a little slow). So definitely acceptable, even if not yet 100%.

105
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 23, 2018, 01:57 AM »
Went ahead and added the SNES Classic Edition. Seems like they each have their own quirks. :P I'm sort of impressed with how similar they look--the Super Nt really nails the colors on recent firmware.

https://youtu.be/ibQQBXFMn0k

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

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


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

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

Edit: Neat, not only are the Super Nt (default RGB settings) and Canoe obviously not quite the same when I do an identical screen capture, but higan is even more different. The greens in particular are a little darker, and with a little less blue. Now I'm sorta curious what the result would be from an RGB capture... I might try it in a little bit.

Edit#2: Added RGB (on the OG 2-chip Super Famicom--used because it does better with colors in RGB than my modded mini for some reason, even if it has that annoying checkerboard thing) and S-Video (via the modded mini--used to be my preferred setup before the Super Nt)

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