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 - iwasaperson

Pages: 1 [2] 3 4 ... 10
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: May 05, 2018, 06:47 PM »
Here is Redguy's v10 with the 1CHIP fix:

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: May 04, 2018, 02:30 AM »
Thanks redguy for your hard work!. Always exist a black sheep right?, doom in this case :D.

Just ran DOOM with IGH just to see what would happen (the check happens by checking the title of the game in the header, so I just changed the header).

Yup. It's definitely broken :P. I wonder why that is.

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: May 04, 2018, 12:28 AM »
:( Can I still use the Power Slide fix, but keep the old menu.bin? I rarely use my SFC Jr. since I got my Super Nt, and I don't know if I care about A.S.P. that much anyway. (Actually, I know I don't. I don't own the cart, and I only have it on my complete no-intro set that I only use for testing games and not for regular play.)
Yup. The fix is in the firmware.img file. You might have to rebuild it without the 1CHIP fixes though, but you can try it.

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: May 03, 2018, 09:49 PM »
Thank you for that.
I invite you to the discord chat, there are very knowledgeable people there (including ikari, redguy, kevtris, and others), you obviously got the skill.

Not a huge fan of Discord. I don't like using proprietary services. If there's a Matrix room or IRC (or a Matrix bridge to the Discord room), I'd be happy to join that!

Also forgot to release the source code to comply with GPL v2. Not too familiar with git, so I'm just going to upload the changed portions (snes and src folders, for the updated fpga_base.bit, ikari_01's develop branch has it, and it's unmodified). Code is a bit messy and lacks additional comments, but I just wanted it to work and I didn't intend to release originally. If you would like to merge, please use ikari_01's develop branch instead. The only thing changed was the memory map location for the brightness patch in the menu was changed from $009C to $009D (in snes/memmap.i65) to avoid conflicts with the GSU speed option. It doesn't seem to break anything.

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: May 03, 2018, 06:43 PM »
Looks like version 10 is going to fix powerslide.  I'll patiently wait :)  Really cool stuff.

No need to wait:

I built an unofficial one including the Power Slide fix and also ikari_01's prototype 1CHIP brightness fix (fixes Capcom games, A.S.P., etc. on 1CHIPs).

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 24, 2018, 12:52 AM »
It's not. Not enough block RAM.
Regardless of whether the FPGA is big enough or not, a minimal, inaccurate implementation of the SA-1 would still be possible so that it could run all released games and maybe those SMW ROM hacks as well. Implementing the entire 65816 would be a large task, and I'm not sure if that would fit in the FPGA. Maybe if jwdonal or kevtris would like to share their implementations then we could see a more accurate version be developed (as far as I understand, the SA-1 is an overglorified 65816 + CIC).

Indeed, and I still have it planned as a fallback. Could always happen that the power goes out or the SNES is switched off too soon while saving. Also for games that permanently keep changing the SRAM content it would be probably better to rely on than doing periodic saving.
How long does the SD2SNES normally take to save games? I've never had a problem with saving and semi-quickly powering off. A fallback like that would be a nice feature though.

And completely unrelated, how hard would it be to implement the SPC7110? The SD2SNES already has an RTC, and from what I can tell, it is a compression chip. I'd really like to play the recently released Far East of Eden Zero. Would it be possible to decompress the game (ie Star Ocean) and have it access the build in RTC instead of implementing the chip?

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 17, 2018, 01:33 AM »
I'm not too familiar with how the SD2SNES works, but is it possible to reclock the FPGA core to the appropriate 10 or 20MHz instead of using waitstates? Waitstates are more useful as an approximation of the original clock speed, but not for exact clocks, especially if it is not an integer scale.

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 10, 2018, 06:33 PM »
Hang out there in the SD2SNES channel and you're likely to get the most bleeding edge updates :)

I just check the git every day and compile/synthesize my own cores. That way I can have custom messages in the menu and I don't have to wait for a release. Then again, I can be very impatient when it comes to testing new things :P.

FXPAK (SD2SNES) / Re: My SD2SNES cannot run ExLoRom game
« on: April 09, 2018, 11:24 PM »
redguy, do you think it'll be eventually possible to combine this custom fpga_base.bit that allows Thracia 776 to work with the fpga_base.bit required for your (absolutely awesome 8)) fpga_gsu.bit to work?
I don't see why it wouldn't work already. The fpga_base.bit file included in Redguy's GSU core is the same file as in 0.1.7e.

FXPAK (SD2SNES) / Re: Implementing GSU Chip (SuperFX) in Verilog
« on: April 06, 2018, 06:14 PM »
Correct me if I'm wrong.  The gate capacity problem is considered when you want to run several chips and features simultaneously, like SuperFX and MSU-1

Correct, although Redguy's SuperFX core already supports MSU-1.

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 05, 2018, 02:36 AM »
I had the same problem with a freshly pulled source tree. It now works after commenting out "`define DEBUG" in gsu.v:78.
That worked. Thanks! I'm guessing debugging being enabled causes the GSU core to halt unless an external program enables it or something? I'd like to know why that happens.

FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: April 04, 2018, 10:55 PM »
How do you properly synthesize the core in ISE? Every time I try to do it, I get a black screen on whenever the core is trying to be used (ie DOOM after the title screen or Star Fox on bootup).

I'm synthesizing it like I would the base core (Regenerate all cores, then Generate Programming File for main.v, then compressing it with rle).

Also with a quick test, the latest firmware commit seems to have fixed the saving after reset issue for non-GSU games, but I haven't done much testing here.

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.

FXPAK (SD2SNES) / Re: Is this a legitimate SD2SNES?
« on: March 31, 2018, 08:04 PM »
If it's a Rev H, it's likely legit. Chinese-made ones generally use Rev. F since that is the last board schematic to be made open source on the git. That is unless they modified the Rev F to make their own version of the Rev H (as all the changes are public), but I have not seen that yet.

But in the future, I would buy directly from KRIKzz. Also I think KRIKzz just opened an official Amazon store, but I don't think he has the SD2SNES listed yet.

Had the same problem:

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.
I have noticed the Chrono Trigger glitch myself (no IGH), although I thought it was just because I was using a 1/1/1 SNES or it was a glitch in the game. Guess not. I'll try SMW.

Pages: 1 [2] 3 4 ... 10