Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - WaveRacer

Pages: [1]
1
Ikari has said the theme builder on sd2snes.de is actually all done client side in Javascript, even though the button does say upload. I recommend browsing to the page and then going offline before uploading your image. If it genuinely is all client side (which I'm sure it is) you should get your menu. Then just close your browser before reconnecting just to be extra careful.  ;)

2
EverDrive 64 / Re: Super Mario 64 Ultimate Edition(s)
« on: January 11, 2021, 07:18 PM »
One small bug I've come across is when you pick up the key after beating Bowser, instead of the key appearing above Mario's head a small, crooked star appears instead. IIRC in some versions it does show a star instead of a key, but this star doesn't look right. If it helps I'm using the US version with a CRC of 3CE60709.


3
FXPAK (SD2SNES) / Re: No special moves in any Street Fighter 2 game
« on: November 25, 2020, 12:52 PM »
A bit of a long shot, but you aren't doing the Down/R/Up/L/Y/B/X/A code at start-up are you? I was caught out by that a few years back on SFII Turbo as that code disables special moves on controller 1.

4
Mega EverDrive / Re: Mega ED Pro
« on: June 11, 2020, 12:07 PM »
That's looking amazing. I've been holding out for this so I'll be ordering as soon as it launches!

5
FXPAK (SD2SNES) / Re: Multiple Save States
« on: May 07, 2020, 12:30 PM »
Are you asking about battery saves or save states? AFAIK the Pro doesn't yet have save state support (unless I've missed a firmware update??) but if you are asking about standard battery saves then FartPuff is correct that two copies of a rom with different names will produce separate saves.

The hacked firmware with save states for the older non-Pro model also creates save states based on the file name but if you're getting a Pro that won't be an option.

6
GoldenEye support would be really, really good. Being able to use the code that forces Dr. Doak to always be in his position in the last corridor should ensure a lot fewer wasted attempts at doing the level in under 2:05.

7
FXPAK (SD2SNES) / Re: Save states on SD2Snes
« on: March 02, 2020, 09:31 PM »
Yeah that does sound like the plan is to just bypass using the internal audio altogether. :'( But how would that implementation get the sound from the FPGA through the cartridge slot and out the sound channels?

8
FXPAK (SD2SNES) / Re: Save states on SD2Snes
« on: March 02, 2020, 11:57 AM »
I thought the plan for the FPGA APU would be to mirror any sound commands issued to it so it runs in tandem with the real SPC chip in the SNES, it wouldn't then actually output any sound (the real chip would continue to do that) and it would just be there so the save state system has something to capture from.

10
FXPAK (SD2SNES) / Re: Do save states work with the Super NT?
« on: April 08, 2019, 10:55 PM »
Save states definitely work on the Super NT if you're using the correct firmware on your SD2SNES. In fact I saved the state of Zelda III on my Super NT and was then able to successfully load it on my Super Famicom Jr and carry on playing.
Try this: save a state in Street Fighter II--maybe save halfway through the third battle or something--and load that on your SFC Jr.

(Methinks you are confusing SRAM saves with save states.)


No, it was a save state using the FURiOUS firmware. Sure they aren’t perfect, MegaMan X always crashes to a black screen if I restore a save state and beat a level, but I’ve had plenty of success with many games. I’ve not tried any of the SFII games though as I’m rubbish at them! :D

11
FXPAK (SD2SNES) / Re: Do save states work with the Super NT?
« on: April 08, 2019, 10:49 AM »
Save states definitely work on the Super NT if you're using the correct firmware on your SD2SNES. In fact I saved the state of Zelda III on my Super NT and was then able to successfully load it on my Super Famicom Jr and carry on playing.

12
EverDrive 64 / Is my Everdrive 64 DOA? (Blank screen)
« on: January 17, 2013, 01:16 PM »
Hi Guys,

I got an EverDrive 64 in the post from Stone Age Gamer yesterday but I've not been able to get it to work. I've got a Japanese N64 (a clear red and white one) and I ordered the EverDrive with the Japanese CIC installed. When I switch the console on with the ED64 in there the TV never changes from showing the blue "no signal" screen. All my regular games boot but with the EverDrive nothing seems to happen. I've tried re-seating the cart and the SD card many times to no avail.

Can anyone think of anything I can try to test if it's totally dead? I've got a PAL N64 that I think I can find in the garage for testing if that might help?

Cheers!

Pages: [1]