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Messages - rocketblast

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1
FXPAK (SD2SNES) / Re: SDD1 Support is here!
« on: November 28, 2018, 08:27 PM »
Now, would be cool of Magno puts in a hack to get rid of the loading times.  But this is pretty good.  :)  Hope to see SDD1 and SA1 in the official build soon but I can wait.

2
FXPAK (SD2SNES) / Re: SDD1 Support is here!
« on: November 27, 2018, 05:45 PM »
Where's the pre-compiled binary? I only see source code.

Nevermind I found it here:

https://cdn.discordapp.com/attachments/422902949157535764/516766203121893387/sd2snes.rar

here's a mirror:

https://www3.zippyshare.com/v/0CS4R9Y7/file.html

3
FXPAK (SD2SNES) / Re: sa1 support [work in progress]
« on: October 28, 2018, 01:34 AM »
Is S-DD1 going to be in the official build, no pre-releases?  Been waiting for an update on that although it is just for two games.
Don't count on it.
does anyone know if work is being done on fixing kirby super stars graphical glitches? They arent that bad and the game is totally playable I was just wondering.
It happens on a real Kirby Super Star cart too, although less bad and less often, so it's not the game. IIRC, it has to do with SD2SNES and PPU timings or something of that nature and the revision of the console(?). Super Mario World, Star Ocean, and Chrono Trigger, exhibit similar problems. Ikari_01 and Redguy did mention a fix for it, but I don't remember what the progress of that was. In the mean time, if it's that bad, just reset the console and may go away. Multiple resets work best, from what I've heard.


S-DD1 games can be patched to no longer need the chip, so it's kind of moot.


When did Street Fighter Alpha 2 suddenly get patched?

4
FXPAK (SD2SNES) / Re: sa1 support [work in progress]
« on: October 24, 2018, 07:35 PM »
Is S-DD1 going to be in the official build, no pre-releases?  Been waiting for an update on that although it is just for two games.

5
FXPAK (SD2SNES) / Re: sa1 support [work in progress]
« on: September 08, 2018, 08:11 PM »
I would like to see this fabled S-DD1 implementation running on my SD2SNES.  Thought it would be available by now.

6
Can anyone confirm that there is a working SDD-1 implementation that is coming out?  All I have seen are a few non-game photos of it so far and I'm not sure if it has been implemented into SD2SNES.  Thanks

7
FXPAK (SD2SNES) / Re: With SA-1 Games now playable..
« on: August 10, 2018, 05:25 PM »
Oh so it is finished?  That's very nice.  I will wait for the release.  I actually like the SNES port of the game even though I can turn on my Switch and play the arcade version if I want.  Thanks

8
FXPAK (SD2SNES) / Re: With SA-1 Games now playable..
« on: August 09, 2018, 09:58 PM »
Street Fighter Alpha 2 isn't that bad of a game imho.  At least it is leaps and bounds better than bootleg SNES games and I don't mind the loading time a whole lot.  Sure the CPS2 version is better, but the CPS2 version also is not a port (of itself).  And you will be hard pressed to get a CPS2 game to run on the SNES altogether so that argument is kind of at a mute point.

I would definitely like to be able to play SFA2 on the sd2snes.  The more games the better.  I have it loaded on my SNES classic edition.

9
FXPAK (SD2SNES) / Re: sa1 support [work in progress]
« on: August 09, 2018, 03:42 AM »
Thanks for the updates redguy, can't wait to see this in the official release.

10
FXPAK (SD2SNES) / Re: With SA-1 Games now playable..
« on: August 05, 2018, 06:47 PM »
SmokeMonster thanks for showing some of those Mario World SA-1 hacks on youtube.  That video was really cool and informative.

11
FXPAK (SD2SNES) / Re: sa1 support [work in progress]
« on: August 02, 2018, 04:49 AM »
Nice tested it and it works perfectly.  Water levels work perfect in Kirby's Dream Land 3 on my Analogue Super NT with SD2SNES.  Really cool now I can play all the games I hawked this year on ebay. :D  Selling off all my remaining SA-1 carts.

12
Looks good enough to make a beta release to me.  After all, he made several releases of the FX core.  But if not, I can surely wait.  I'm sure there's a good reason why it isn't out just yet.

13
Here's a small status update.

Is sa1 being worked on?
- Yes.

Is it going to fit?
- Maybe.  We won't know until it's further along.

Is msu going to fit?
- Assume no, but we won't know until it's done.  It doesn't fit right now.

What about supporting multiple files with different features?
- I'm not interested in supporting this, but the code will have #defines for those who want to compile a version for themselves.

What currently works?
- smrpg has been played through to the end.
- kirby super star has several hours on it.
- super mario legacy and the other sa1 smw hacks are playable.
- Most other games boot, but have limited testing.
- A small set of hacks and games don't work at all.
- All games have bugs.

Will there be a beta?
- Yes.

When will the beta be released?
- ...

When will it be done?
- ...

Most of the sa1 features are implemented, but it's difficult to fit both the debugging code and all the features at the same time.  The debugging code is a huge help for fixing bugs.  I'm currently rewriting major parts to both free up some space and also fix slowdowns.

Thanks great update, didn't know you would reply so soon :)

14
Still no relevent comments, figures :P Will wait for redguyyy to comment then we will see how things are going :)

15
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: July 09, 2018, 12:45 AM »
I agree this thread got quite de-railed.  Was hoping for some posts from redguy himself or maybe some updates instead of "speculation posts".

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