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Messages - DJBabyBuster

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FXPAK (SD2SNES) / Re: sa1 support [work in progress]
« on: August 07, 2018, 12:12 AM »
This is amazing, tested a little Kirby 3 and Super Mario RPG with no issues on V3.  While I own most of the SA1 carts, I can't wait to experiment with SA1 hacks.
Thanks again Redguy for all effort here, and with the SuperFX!!!

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FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: July 31, 2018, 09:08 PM »
Is there another specific thread where SA1 development from redguy is being updated as thoroughly as the SuperFX development was covered here? I looked but didn't see.  Following the progression and beta tests of SuperFX implementation, I'm thrilled for a similar ride with the SA1!

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FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 25, 2018, 09:44 PM »
Fair enough. Personally I don't mind it. As for Street Fighter Alpha 2/Zero 2 I wouldn't wanna play the snes versions anyway even if it did work on the sd2snes. Its so slow to play. Id rather either play it on mame or my ps2 version on the anthology pack. I suppose for those who don't have those options or just prefer the snes version i can see why they would want it.
I do still play the SNES version from time to time. But beyond that, what about just wanting the SD2SNES to be as compatible as possible within the limitations of the hardware? What about potential hacks of S-DD1 games? (I can think of one possibility: presumably the announcer's voice could be removed to reduce or eliminate the infamous load times! But maybe somebody wants to do a more thorough hack...right now emulators and cart-cannibalizing repros would be the only way to play it.)

And sure, SFA/Z2 is flawed, but is it more flawed than Doom? I'm still happy to be able to play Doom on the SD2SNES thanks to redguy.

Just thought I'd pipe in that Doom with Redguy's fast speed option is totally fixed and playable.  Maybe the same speed enhancer could help improve Street Fighter Alpha 2/Zero 2 as well.

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FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 17, 2018, 07:22 PM »
Running latest v7 on revision F cart, on Super NT and all super fx are functioning 100%.  In prior versions, especially <v5 I had much more frequent instances of roms not loading the first time, and I'd have to reset a couple times to get a successful load.  Have yet to have any error with v7, roms load every time. Aside from improving normal clock accuracy, seems close to a final version.

The GSU fast speed option is quite remarkable.  Star fox zooms like a new expert mode, and Doom is now actually playable without the awful input lag that the actual cart exhibits.     

Thank you Redguy, the functionality you've added to the sd2snes in such a short time is quite an accomplishment!

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FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 09, 2018, 07:33 AM »
Thanks for the latest update redguy.  The pace at which you're updating is quite amazing.  I tested v3 earlier today and everything was more consistently starting every time.  I played through Star Fox 2 to completion without issue, and the rom is successfully saving my high score.  Grabbing v4 now, thank you for all your exhaustive efforts!!! 

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FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 04, 2018, 10:13 AM »
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.

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FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 04, 2018, 09:50 AM »
This is epic amazing.  Tested on my Super NT and games are running surprisingly smoothly.  I long ago bought most of the Super FX physical carts, but having a method to play Yoshi's Island hacks on console is remarkable, along with access to Star Fox 2 without paying in excess for a repro cart with an FX chip.  Looking forward to testing further revisions. Thank you so much Redguy for all you hard work!

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I know this has been brought up in a couple posts in the past (and remains unresolved), but I'm wondering if anybody can help get Elite on nes running on a non-pal system with the Everdrive n8?

The bottom third of the screen is cut off, along with some scrambled animation. I know the rom runs properly on OpenEmu, but I'm wondering if there is a patch or modified rom anyone has that I could get it running correctly on original nes hardware?

The Elite site has a NTSC demo rom available for download, but that one is worse than the original rom.

Appreciate any help

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