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 - efsd

Pages: [1] 2
1
FXPAK (SD2SNES) / Re: SD2SNES Pro
« on: February 23, 2019, 05:27 AM »
I dont care about neither sgb / sgb2 implementation nor msu-1 "sound chip" which actually is a higan invention. Is there any good reason to upgrade to pro if the outdated pcb has already 99.53718471034729% of compability with entire SNES library? As long as ikari_01 keep the firmware updated for both versions i think it just would be a waste of money upgrading to pro.

2
I played Star Fox and i got an issue on the ending. While the staff credits are rolling up the gfx gets out of sync with the song that is playing. On the original cart that i have the song ends exactly after the words THE END finishes its transition.

I'm using the no-intro rom: "Star Fox (USA) (Rev 2).sfc".

3
Hi everyone.

I finally got a legit SD2SNES bought on Krikzz Store and I can confirm that this glitch still DOES happen on current firmware 0.1.7e even with all in game hooks turned off.

I think this should be reported as bug.

4
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 04, 2018, 05:46 PM »
Discovered a good trick for those using the Super NT, if you want to get back to the SD2SNES menu in game with hooks turned off without having to power cycle, just use the NT's menu, down+select, then load Turrican, down+select again, then load cart

Wait! I'm very confused now! Do i always need to power cycle everytime i want to disable in game hooks besides turning all options off in sd2snes menu?

5
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 04, 2018, 01:44 PM »
Quick question: Is needing to hold the reset button for saves limited just to SuperFX games?
So saving features for all other roms behaves as normal with this modified firmware?
Thanks for the info.

Even on non beta firmware although SRAM is automatically copied to SD card during the gameplay you should always hold reset until the leds light up just to ensure that the SRAM is backed up to your SD Card before turn the console off.

6
I can too see a line of few pixel when ending the first boss, it's caused by the in game button hooks.
It is expected to have some minor bugs as in-game hooks constantly injects a code that reads button combinations,, Disabling the hooks fixes that and runs the game like the original.
Tested with SFC + legit SD2SNES.

I always have all the IGH turned off so i don't think this could be the problem. Actually doing the power cycle sometime do fix this glitch sometime don't.

7
I'm running a chinese sd2snes
I'm sorry efsd but I think this is the source of your problem.
Can you by any chance borrow a Krikzz made SD2SNES to do tests?
I highly doubt it. I'm seeing the same glitches in Chrono Trigger that he is, and my SD2SNES is legit. When working properly (which is a big "if" due to their iffy build quality), Chinese-made SD2SNESs work identically to ones made by KRIKzz due to it being an open source project.

It's a not a problem with the design of the board.  The issues with the Chinese knock-offs is that in order to be as cheap as possible, they use the cheapest quality parts on the planet.  Parts not in spec with what an official board has.  Or lower quality parts with short lifespans, or counterfeit parts, etc.  THAT is why anytime there is an issue the first question to ask is whether it's an official board, or a Chinese Knock-off.

At first i thought this could be the problem but my chinese sd2snes is fully functional and everything works as expected including MSU1. Also the board passed on all tests done by the sd2snes diagnostics and the burn-in test by the official Nintendo diagnostic rom so i see no reason not to rely on the board made in China.

8
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 04, 2018, 03:43 AM »
Been having a blast messing around with the super FX beta release.

Noticed a small slow down in Yoshi's island on the first level when you push the first boulder, other than that it's been great.

I've noticed a minor slow down in Yoshi's Island too but in the level where you are in the cave. I'm not sure if there are the same slow down on the real cartridge though. Those random glitches are hard to confirm...

9
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 04, 2018, 01:09 AM »
Yoshi's Island is now working fine EVEN on my chinese sd2snes, not bad heh? Can't wait to see SA-1 games working too so i can finally box my SNES Classic to sell it by a good price within a couple of years from now.

10
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 03, 2018, 04:59 PM »
http://krikzz.com/forum/index.php?action=dlattach;topic=7451.0;attach=1110
(You can also click the link in the attached files section below)

* This is a beta.  Expect crashes and unusual behavior on superfx games. *

This is a beta version of the sd2snes firmware with support for the superfx (gsu) chip.  To install
copy the files in the sd2snes/ (firmware.img, fpga_gsu.bit, fpga_base.bit) directory into the sd2snes/ directory on your SD card.
You should have a working version of the sd2snes 0.1.7e firmware on the SD card before doing this.

- Verify the version says 0.1.7e-gsu-v01 in the sd2snes menu.  Do this by pressing X->System Information.
- Turn off in-game hooks in the sd2snes menu.  They crash several games.
- Saving to SD is temporarily disabled.  Make sure to hold down the reset button for a few seconds to write a save file to the SD.
- PAL games and systems are not well tested.  Try a NTSC game on a NTSC compatible console if you have problems.

Known Issues
------------
- Games may crash on startup.  Power cycle and try again if they do this.  Make sure in-game hooks are disabled in the sd2snes menu.
- Random graphical glitches may happen on game startup.  Power cycle and try again if they do this.
- Doom has graphical glitches.
- Stunt Race FX may have graphical glitches at the beginning of a race.
- Games may not run at exactly the same speed as the original cart.  This may improve in future versions.
- Not currently compatible with usb2snes or other sd2snes firmware modifications.  This will be fixed for usb2snes in the future.

AMAZING!!!! I'll test Yoshi Island as soon as i get home tonight!

11
Had the same problem: https://www.reddit.com/r/snes/comments/7gaio6/differences_with_sd2snes_and_retail_cart_super/

tl;dr-
Solved the Super Mario issue by turning off In-Game Hook, In-Game Buttons and Initial Holdoff under Main Menu > Configuration > In-Game Settings.
I won't need these anyway since it's for cheat codes and restarting the console (or game) from the controller.


Also, make sure you're using the No-Intro Sets or a personal dump.

That glitch happens at random even with all the in game hook turned off.

I think a few people have noticed this glitch because SMBW isn't a game that everyone urge to replay because most people have already finished this game many times. The developers should check this out because i'm almost sure this is a bug on sd2snes.

There is another glitch that I've experienced on sd2snes while playing Chrono Trigger. When you use the tech "Aura Whirl" the sprite of all characters whom are on screen flickers around themselves but this happens at random also and it seems it is only fixable by turning the console off and on.

12
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: March 31, 2018, 01:49 PM »
Finally we will able to play Yoshi Island on the real snes hardware and not to be concerned about losing the save someday due to CRC dying!

That's great! Will it be on the next firmware? (I was almost buying the real cartridge)

13
Here is the results:

Super Mario World:
- Glitch happens at random, more os less frequently, or doesn't happen at all during my tests at same spot and intensity.

Super Mario All Stars + Super Mario World:
- Glitch doesn't happen at random and hardly even show up BUT it did happen a few tries (one or two times i didn't count) during my tests and if it does happen the glitch is much less noticeable as if it was tweaked by Nintendo. My guess goes to the fact that Nintendo may have fixed certain known glitches from the first release as well it seems that Nintendo has fixed the slowdown on the level before the first castle when you get a star and there are many spikes coming towards you for example.

14
Turns out that the glitch happens at random.

I attached the console with RF cable and the glitch didn't appear so i connected the snes back with composite cable and for my surprise the glitch was gone, then i decided to turn the system off and turn on again, removing and inserting the sd2snes again and the glitch did come back, turned the console off and powered it on again and the glitch didn't appear...

I don't know what is happening but i assume that it has to be an issue that ikari_01 should check because it might be a bug in this specific version of sd2snes firmware, currently 0.1.7e.

What's your SNES's serial number (if you can't open it up)? I'm interested to see if this is another 1CHIP bug or not. I'll continue doing testing on my end, but I need to know if I should test on my Mini or one of my 3CHIPs.

Also which video output you use does not matter, as they are all generated from the same RGB signal coming off of PPU2. Just use the highest quality you can (RGB preferred, or S-Video if your TV doesn't have RGB).

And check the hash of the ROM you're using to make sure it's a good dump. It should match one of these: https://superfamicom.org/info/super-mario-world

And be sure you are using the correct region ROM for your console (for PAL-M, you want to use NTSC ROMs, as the console operates at the same 60.098814Hz as an NTSC SNES, just with a different color clock).

I couldn't read the serial number because it's already gone away and the only thing that i know it is a SNSM-001 BRA model.

The rom that i'm using is a dump from the no-intro team so i'm positive it is the cleanest rom that we can get, anyway i checked and it matches with the rom information provided by the link that you mentioned above.

I'll check if this glitch appears on SMBW from the Super Mario All Stars + World tonight and i'll post the result here afterwards.

15
EverDrive GB / What everdrive GB is this?
« on: March 20, 2018, 06:21 PM »
What everdrive GB is this?

Pages: [1] 2