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Messages - Jurai

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1
it's not really fair to compare hardware gameplay to an emulator for N64, have you tested a legit fighting force cart?

2
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« on: June 28, 2020, 06:38 PM »
Mega Man V seemed to work ok at first but attempting to select the second or fourth robot masters will cause the game to reboot when it gets to the point of showing the intro of the boss

3
I haven't run into any issues with the Thracia translation on my SD2SNES, though not sure it's entirely relevant to this forum either way

4
FXPAK (SD2SNES) / Re: Do save states work with the Super NT?
« on: April 08, 2019, 10:53 PM »
The non-APU saving save states work on a SuperNT, if/when they implement an official version that saves the APU, that wont' work on the SNT per kevtris

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FXPAK (SD2SNES) / Re: Do save states work with the Super NT?
« on: April 03, 2019, 12:12 AM »
There is no official firmware with save state support atm, there is a version of save states in an older OG SD2SNES firmware that works but doesn't capture the state of the APU so you can have issues if the game was relying on data going through there for certain things. They've said they may re-implement the APU on the SD2SNES Pro, allowing it to overtake the SNES and thus capture the state of the APU for a full save state save/load, not sure the OG cart will be strong enough. Also Kevtris has said that the SuperNT will always win over the SD2SNES in that scenario, so it will not work on that system.

6
"they worked before" does not mean good dumps

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is this happening on *all* satellaview games or just certain ones?

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FXPAK (SD2SNES) / Re: MSU-1 hacks...
« on: November 07, 2018, 07:09 AM »
Super Mario RPG - Legend of the Seven Stars MSU-1

Patch by JUD6MENT and Conn
https://www.snesforever.com.br/2018/10/super-mario-rpg-legend-of-seven-stars.html

Interesting, I thought MSU-1 was too big to fit with SA-1 at the same time

9
FXPAK (SD2SNES) / Re: Save states on SD2Snes
« on: October 13, 2018, 05:17 AM »
Looks like this is not working with 8BITDO controllers..  Any one else tried it with the 8BITDO?

Works for me on the SN30, though I do admittedly have to press one button then the other while held down, does not work vice versa, believe I had to hold start then press the save or load button (L/R)

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FXPAK (SD2SNES) / Re: Save states on SD2Snes
« on: October 11, 2018, 12:06 AM »
the music still playing after you load the state seems to have an interesting effect in Actraiser 1, reloaded a save state at the first boss right before the music switch for the boss fight and the boss music never started and the boss AI never went into action, just stood in place while i walked over and finished him off, can't say for sure this doesn't happen in regular emulator savestates but thought it was funny

Emulators generates a full save state of everything, including APU, flashcarts savestates don't and I think that never will happen.
Some games can crash because, there's a file (savestate_fixes.yml) in the package with some fixes for games with audio issues, basically the game stores the state of the APU ($214x) somewhere in the memory and it needs to be updated right after the load/save state.

RedGuy made that fix list, but he won't work on this savestate stuff anymore. I'll try to fix some games but I'm not a expert debugging them...

yeah I might look into it if I find some time just thought it was funny seeing the boss just frozen in place til it died, does also cause some unwinnable scenarios if the boss starts off screen though, so be wary if saving before an Actraiser boss fight

11
FXPAK (SD2SNES) / Re: Save states on SD2Snes
« on: October 10, 2018, 06:02 AM »
the music still playing after you load the state seems to have an interesting effect in Actraiser 1, reloaded a save state at the first boss right before the music switch for the boss fight and the boss music never started and the boss AI never went into action, just stood in place while i walked over and finished him off, can't say for sure this doesn't happen in regular emulator savestates but thought it was funny

12
FXPAK (SD2SNES) / Re: sa1 support [work in progress]
« on: September 13, 2018, 07:43 PM »
Is redguy still working on this or is it considered done at this point?

He's made active commits on github since the v06 release so I would assume it's not considered 'done'

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