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 - ikari_01

Pages: 1 ... 20 21 [22]
FXPAK (SD2SNES) / Re: SD2SNES (last revision of the board)
« on: June 26, 2014, 05:21 PM »
It's easy to mod but you lose your warranty I guess ;) Just 2 small parts need to be added.
  • 100uF capacitor (preferrably ceramic SMD1206, rated 6.3V or more)
  • 10uH inductor (rated 300mA or more, I used a Murata LQH3C series (LQH32CN100K23))

The following pictures already show the new revision but it should become clear what exactly the modifications are.

The capacitor ("C391") goes to +5V and GND near the +5V pin on the slot, on the IC side of the board. Just scrape off some of the solder mask and solder it on.

The inductor ("L391") goes to the opposite side of the board, into the supply line. You need to cut the +5V trace coming from the same slot pin as before, again scrape off some solder mask on either side, and solder the inductor on.

FXPAK (SD2SNES) / Re: SD2SNES (last revision of the board)
« on: June 24, 2014, 10:00 AM »
You are looking for some kind of irregular "wind" pattern in the picture, a bit like bad TV reception (back when it was analog ;))
Like this but FAR less pronounced. It is barely visible, if at all.

FXPAK (SD2SNES) / Re: SD2SNES (last revision of the board)
« on: June 23, 2014, 11:17 AM »
What ZeroWing says.

Rev.E1: the version made by KRIKzz up to now.
Rev.E2: actually older than Rev.E1 - I made E2 because the voltage regulator I used became unavailable to me, so I replaced it with parts. KRIKzz can still source the original regulator so this change was irrelevant to him.
Rev.F: A very recent revision. I just sent the CAD data to KRIKzz. This revision accounts for issues that some people with "1CHIP" consoles have been facing. There was an RF-like interference pattern to be seen on screen in some occasions. It is based on Rev.E1.

Feature-wise all revisions are still identical.

FXPAK (SD2SNES) / Re: A bit confused about SRM Save Files
« on: June 03, 2014, 03:18 PM »
You must save in the game in order to have your progress saved in the SRM file. If the game doesn't have a battery save feature you cannot save your progress.

FXPAK (SD2SNES) / Re: (Un)Official SD2SNES Bug Report...
« on: May 28, 2014, 01:56 PM »
Little update on this:
GP1 Part II - This was ugly to track down. A buggy game which relies on certain initial RAM contents and doesn't initialize RAM properly. Fixed by initializing WRAM with any value BESIDE $00 or $FF. Will be integrated in the next release.

Removing the USB port will do no harm to the sd2snes. The USB port will mainly be used to upload games for quick testing and maybe a logging interface for snes code. So if you can live without that you'll be fine.
Not sure about warranty issues though... that would call for a statement from krikzz ;)

FXPAK (SD2SNES) / Re: Issues when renaming folders
« on: April 22, 2014, 06:04 PM »
Good find, thanks. It’s a bug indeed. I’m generating a footprint (CRC of all file names concatenated) to determine whether a database rebuild is necessary but don’t take into account the directory names.

As has already been pointed out, if you change (add/remove/rename) any ROM file (not directory) on the card it should detect the change and rebuild the database. Deleting the database files works as well.

I'm thinking of scrapping the whole database generation altogether because I find it sort of annoying :) Whenever you change the contents you have to go through all the database generation stuff. Also with many files on the card even the simple scan ("Loading ...") takes quite long.
So removing database generation would speed up bootup but it would also slightly slow down browsing (which is zero delay at the moment) because the directories would have to be read and sorted on the fly. A folder with a couple thousand files can take some seconds to scan.

What would you prefer?

FXPAK (SD2SNES) / Re: SD2SNES issues (freezing)
« on: April 17, 2014, 04:10 PM »
To clarify, Mk.II is what you are holding in your hands right now ;) Mk.I never reached "production status".

FXPAK (SD2SNES) / Re: SD2SNES issues (freezing)
« on: April 15, 2014, 01:31 PM »
Sorry about the stability issues, I'm about to try rewriting the extremely timing sensitive memory sharing mechanism (which is required so the sd2snes can save while the game runs). It seems when I change the timing to "improve" robustness it works for some people but breaks for some others... :( Thus I'll try a far less timing sensitive approach, hope it will work out.

sd2snes has ALWAYS been open source - the github project exists ever since I started working on sd2snes Mk.II. ;)

The heat is actually coming from inside the SNES, the heatsink of the voltage regulator sits quite close to the back of the cartridge slot. The sd2snes itself runs pretty cool.

FXPAK (SD2SNES) / Re: (Un)Official SD2SNES Bug Report...
« on: April 11, 2014, 12:31 AM »
Wow, some good finds there. :)

Super Play Action Football (U) - apparently has a problem with the S-RTC enabled (sd2snes always has the S-RTC enabled at the moment). Fixed by detecting S-RTC depending on cartridge type.
Human Grand Prix (J) - mapper detection mistook it for a headered ROM due to a bug in the scoring function. Also fixed.
Both fixes will be integrated in the next release.
GP1 Part II - no clue so far...
Super Double Dragon (U) - there might be an initialization problem, usually the glitches go away when resetting the game once. Is that the case here? I know Pocky&Rocky is currently affected by that, too.
Super Double Dragon (E) - I don't have the ROMs but maybe you are trying to run them at 60Hz and there's some sort of timing problem due to PAL adaptation?

Pages: 1 ... 20 21 [22]