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Messages - iwasaperson

Pages: [1] 2 3 ... 10
1
EverDrive N8 / Re: NSF Player?
« on: July 26, 2018, 05:40 AM »
PowerPak can play NSFs including some expansion chips as well as custom engine speeds. this is surely possible on Everdrive as well and is a really important feature to have!!
i want that features from years! there a lot of cool nsf on youtube and i want play them on real hardware

http://forums.nesdev.com/viewtopic.php?t=15204

rainwarrier (the guy who made it) already posted about it on the first page.

2
SD2SNES / Re: usb support
« on: July 07, 2018, 09:13 PM »

3
Better info on exactly what it does here: http://forums.nesdev.com/viewtopic.php?f=12&t=15759

Maybe saying it was "only" for DRM was an oversimplification. The point is that it doesn't need to be completely implemented in order to run all released SA-1 games, which is important information as the SD2SNES likely could not fit a full SA-1 FPGA core on it.

4
No. The game is coded to look for and use the SA-1. You would have to do some serious editing of the games' code to make this work and even then it likely wouldn't work.
Actually fun fact, most SA-1 games just used it for DRM purposes, so it is theoretically possible to hack the games to not use it, but that would be a major pain. It would be easier to just make a half-assed SA-1 FPGA core with the CIC stuff and some of the 65816 stuff.

5
I hate to be that guy, but I personally don't see SA-1 happening on the SD2SNES as it is, since it's pretty much an Snes processor that's been souped up. Not gonna hold my breath >.> Though I kind of wished the SA-1 was emulated on the FPGA first, in all honesty, but to each their own. Not to discredit anyone's work, no, not at all, but it seems odd that the chip with the least amount of games, whereas the SA-1 has the most amount of games...anyway.
Maybe not full SA-1, but games rarely used the SA-1 for much more than copy protection + light processing. You could code a super incomplete SA-1 implementation just well enough to be able to run games.

6
SD2SNES / Re: usb support
« on: May 22, 2018, 06:28 PM »
Actually I already added a fix for a Redguy usb2snes version with gsu. Basicly if the firmware version string end with gsu it assumes it's v7. Maybe you could do the same?

https://www48.zippyshare.com/v/TrL84SqI/file.html

Does this work? (Copy over the other download).

Changed FW version string to "0.1.7e-v7-usb-v10-gsu"

7
SD2SNES / Re: usb support
« on: May 19, 2018, 12:04 AM »
Added GSU support to the USB firmware (with caveats): https://www66.zippyshare.com/v/nZv76DNW/file.html

USB functionality is extremely limited during GSU gameplay (and probably Cx4 as well).

This is USB2SNES v7 and GSU v10 combined, nothing else.

Savestate2SNES will NOT function unless it is updated to support this firmware version number (0x1337BEEF). Savestates are very buggy even when they do work and will likely always be on real hardware.

As of now, this does NOT include ikari_01's 1CHIP brightness fix. If you require that, please use my unofficial GSU firmware v10+ found in that thread instead.

8
SD2SNES / Re: SD2SNES Firmware Update Help
« on: May 18, 2018, 03:21 AM »
Did you put the files in a folder called "sd2snes" (without the quotes)?

9
SD2SNES / Re: gsu (superfx) support [work in progress]
« on: May 17, 2018, 08:58 PM »
people who start with v10, will likely have older fpga_base.bit
A42667646176B936D8810980A975344C

unless they caught the previous link in this thread for v9+ (unofficial)
FE1900267952E124285E0337F4391078

what's different between the two? thanks
The v9+ fpga_base.bit includes ikari_01's 1CHIP brightness fix, and the fpga_base.bit included in Redguy's firmware is identical to the official fpga_base.bit included in the latest SD2SNES firmware. Without replacing the fpga_base.bit file, the 1CHIP brightness option will do nothing (or worse, break something if it changes something that it's not supposed to since bit 6 in the FPGA [the bit that controls the fix] would be undefined).

10
SD2SNES / Re: gsu (superfx) support [work in progress]
« on: May 17, 2018, 04:51 AM »
v9+ (unofficial) was the only version that had new "fpga_base.bit" file, v10 does not. should I restore the original "fpga_base.bit" I had before, or leave it? what does it do? thanks
You should use the same fpga_base.bit that was included in the older v9+. v10+ doesn't include any changes to that file. fpga_base.bit is the FPGA core that the SD2SNES loads on boot and uses with non-special chip games.

11
News / Re: EDN8 OS v20-BETA. Large update incoming
« on: May 13, 2018, 06:08 AM »
I just make record from real fds and everdrive. Try it in headphones. Right channel outputs from everdrive and left from real fds: http://krikzz.com/pub/support/var/fds-sound-cmp.zip
Only FDS audio channel  on record to make it clear.
I make little fix in fds core right after beta1 release, so may be it fixed all. Will release it with beta2 soon
Listen to your Zelda recording. It is very clear that the notes go off pitch later in the song (from 0:29 to 0:47 in your recording), and the notes at the beginning don't seem to sustain for as long as the real hardware. There is also one note in Metroid (the second to last in your recording) that is off. And the Ai Senshi Nicol recording still sounds off in some parts (listen from 0:06 to 0:18).

Is this recording before or after the fix?

I also found Zelda 2's intro to be a great test for this.

12
SD2SNES / Re: gsu (superfx) support [work in progress]
« on: May 08, 2018, 09:35 PM »
In Game Settings > 1CHIP Brightness Patch should be Off for the Super NT and 3CHIPs (on for 1CHIPs).

You can leave it on with 3CHIPs and the Super NT as well, and it won't hurt anything. It will just force sudden brightness changes to 0 (so the shadow under the plane in A.S.P. will be ever so slightly darker).

Is this still an issue if the 1CHIP SNES is modded with Voultar's THS7374 RGB amp?
Yes. It is an issue with the S-CPUN's (the 1CHIP's combined CPU/PPU1/PPU2) integrated DAC. Bypassing the RGB circuitry with another one of any kind will not fix the base issue with the DAC. The only thing that can fix it on a hardware level is a replacement S-CPUN, or if there was some way to output digital video from a SNES (which is not possible AFAIK without FPGA chip replacements).

13
SD2SNES / Re: gsu (superfx) support [work in progress]
« on: May 06, 2018, 03:39 AM »
What option do I need to change and where? Super NT here.
In Game Settings > 1CHIP Brightness Patch should be Off for the Super NT and 3CHIPs (on for 1CHIPs).

You can leave it on with 3CHIPs and the Super NT as well, and it won't hurt anything. It will just force sudden brightness changes to 0 (so the shadow under the plane in A.S.P. will be ever so slightly darker).

14
SD2SNES / Re: gsu (superfx) support [work in progress]
« on: May 05, 2018, 09:52 PM »
WIll the patched one effect any other snes systems. I got a 2 chip thou and a super nt. Just like to have it on there anyways? He should just put it in the next versions or fix the problem
You don't need it unless you have a 1CHIP, but it won't harm other systems. Since it is a toggleable option, then there's no reason not to have it for if you ever do have a 1CHIP, but otherwise, it's pointless.

If you have a 3CHIP or Super NT, you can still use the combined firmware, but I would leave the option off.

15
SD2SNES / Re: gsu (superfx) support [work in progress]
« on: May 05, 2018, 07:17 PM »
Here is Redguy's v10 with the 1CHIP fix: https://www70.zippyshare.com/v/XdJCPQmR/file.html
Awesome work! Thank you @RedGuy and @iwasaperson!

You should be thanking ikari_01. It's his fix. I just combined them :P

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