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Messages - mrpopsicleman

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1
Yes it is impossible. It will never happen not without a serious hardware revision. The FPGA in the SD2SNES would have to be powerful enough to emulate the entirety of the original gameboy. The Super Gameboy essentially just has the guts of a gameboy in it to put it bluntly. So there is literally no way anyone not even redguy with his awesome programming skills could make it work. I'd suggest getting a super gameboy or super gameboy 2 with the GB everdrive.

Well, it's here, and it works on both the original and Pro hardware.

https://t.co/xda5seilW1?amp=1

2
FXPAK (SD2SNES) / Re: Super Mario RPG graphical errors
« on: November 21, 2019, 08:29 PM »
Sounds good, I'll let him know. What's the best way to reach out to him?

He's mostly active on the Classic Gaming Discord server these days.

https://discordapp.com/invite/UDu5ztY

3
FXPAK (SD2SNES) / Re: SD2SNES Pro
« on: March 02, 2019, 05:03 AM »
The SD2SNES Pro uses the same FPGA' as the Super NT doesn't it?

I wonder if getting chip support working on it (and its ready to use those drivers out of the box) will allow further hacking of the Super NT to add those chip's support as well.

Won't happen. Kevtris said the memory bandwidth of the chips in the Super Nt is not good enough and SA-1/SuperFX via jailbreak are not possible on Super NT.

4
FXPAK (SD2SNES) / Re: SD2SNES Pro
« on: February 10, 2019, 09:25 PM »
I'm returning my sd2snes, and this is what I found out by a via a messenge from stone age gamer!
"Also note that we will most likely not be able to provide a North American shell for the Pro version, as the pcb from the first batch was made too large to fit them, and we will only be able to offer gray Universal shells for the first batch. The manufacturer does plan to fix this on the following batch, but this may be 1-3 months away."

I'm fine with that honestly. In my opinion, it's more convenient to have SNES flash carts in universally fitting cartridge shells anyway.

5
FXPAK (SD2SNES) / Re: SD2SNES Pro
« on: February 10, 2019, 09:22 PM »
Gameboy Advance

This is never going to happen. Much like Hayazashi Nidan Morita Shogi 2 with it's ST018 chip, the GBA uses a 32-bit ARM processor that is most likely out of reach even for the SD2SNES Pro. Not to mention all of the other differences between the two consoles.

Could the Sd2Snes Pro can emulate GBA as a Super Retro Advance Carteidge?
Maybe? 😜

No. Much like the RetroGEN, RetroPORT, and Innovation Super 8/Tristar, the Super Retro Advance is just a clone console stuffed in an SNES cartridge that has it's own video output. The only thing it uses the SNES for is power and controller input.

6
FXPAK (SD2SNES) / Re: SD2SNES Pro
« on: February 10, 2019, 08:50 PM »
besides I prefer the stock SGB boarder

All of the original Super Game Boy borders are on the Super Game Boy 2. You just have to put in a code to use them. Select the black border, exit the menu, then press LLLLR. Now all the borders will be the original SGB borders. To switch back to the SGB2 borders, just repeat the code.

7
FXPAK (SD2SNES) / Re: NES running on sd2snes
« on: August 11, 2018, 08:25 AM »
Short answer? No.

Long answer?
Quote from: ikari_01
well uh
yes and no
it might be possible to get something working but there's no straightforward way to get the picture into the SNES at sufficient speed
I can feed audio directly, but not video
now PPU2 has a secret mode where you can feed it 15 bit digital video
but of course it would be impractical to cut up the snes
lol

OTOH Super Gameboy might not be too far out of reach
as it already works in "real life" through the cartridge bus.

8
When asked if NES would be possible on the SD2SNES, this was ikari_01's counter on Discord.

Quote from: ikari_01
well uh
yes and no
it might be possible to get something working but there's no straightforward way to get the picture into the SNES at sufficient speed
I can feed audio directly, but not video
now PPU2 has a secret mode where you can feed it 15 bit digital video
but of course it would be impractical to cut up the snes
lol

OTOH Super Gameboy might not be too far out of reach
as it already works in "real life" through the cartridge bus.

9
FXPAK (SD2SNES) / Re: sa1 support [work in progress]
« on: August 02, 2018, 05:41 AM »
You know redguy, I've had a really really bad day today. Bad like John McClane in the first Die Hard, but without the terrorists. Seeing this at the end of the day made it a little better. Thank you very much.

10
Judging by Smoke's video we'd all get to have some good fun with the Kirby games and or Super Mario RPG (if thats your thing) should Redguy release a beta of what he has now to us.

Anyway though as always good work Redguy, we all appreciate what you're doing for the community basically free of charge, but I am as anxious as everyone else to play the SA-1 games that now apparently work when touched by your code so hopefully you release a beta to us soon.

I understand though if you want to go the perfectionist route and only make a release "when its done" this time.  :P

Redguy said there would be a beta release, just didn't say when.

Will there be a beta?
- Yes.

When will the beta be released?
- ...

When will it be done?
- ...

11
Perhaps another way to think of it is like RAM.  (It's not, I know.)  You've got different modules that all take differing amounts of RAM to load into memory, so you have to pick and choose which ones to load in.  Given that SA1 would take up all the "RAM", there's no room left to load in the MSU module.

Now, substitute "RAM" with "logic blocks", and I think that gives the picture.

I think that's a pretty good analogy. I'll be the first to admit that I didn't know exactly how it all worked, but that makes sense to me.

12
Here's what redguy said over on Discord since uploading the video.

Quote from: redguy
I will probably miss several questions. Here's a short summary:

* It's not complete. I'm still trying to fit all the dma stuff plus several other features

* The kirbys work. The fishing game seems to work along with some of the others that don't use dma or interrupts extensively. smrpg works up until the level up screen which uses character conversion dma. I'm working on that now. Most other games are untested and probably broken right now.

*  I don't think msu will fit. Will have to check when more games work.

* The 65816 is mostly implemented, but not well tested. Emulation mode is probably broken. BCD format is missing. All the weird memory addressing modes and native instructions are implemented, though.

13
I can't figure out how to even use Discord,

Same here. I got on there once to see if there were any SD2SNES or Super NT updates and it just looked like a confusing mess to me.
Updates require no more than placing files on the SD card root.

No, you're completely misunderstanding me. I'm saying trying to make heads or tails of Discord is a confusing mess. I have no idea how to use it or find anything on there.

14
I can't figure out how to even use Discord,

Same here. I got on there once to see if there were any SD2SNES or Super NT updates and it just looked like a confusing mess to me.

15
Look at Redguy being the Ace Rimmer of SD2SNES firmware. That's awesome! Did he give any word on the Discord page as to if/when this will be available to the end user? And since there's always concern about how much room is left on the FPGA, did he indicate if this would this require an independent firmware without GSU and other enhancement chips or would it just be added on with the rest no problem?

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