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Messages - iwasaperson

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31
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: March 31, 2018, 07:50 PM »
I cannot place a number on how many times I've watched redguy's YouTube video, of StarFox running on the SD2SNES. Very, very exciting developments! I code with 6502 ASM, makes me wish I knew how to write for the SNES, or another language, cause I'd love to contribute to this! I'll keep refreshing this thread per usual, for further reports!

If you know 6502 ASM already, learning 65816 is super easy, as it's mostly the same. The hard part is everything else :P. Start with this: https://wiki.superfamicom.org/ and watch these videos: https://www.youtube.com/watch?v=57ibhDU2SAI&list=PLHQ0utQyFw5KCcj1ljIhExH_lvGwfn6GV

32
FXPAK (SD2SNES) / Re: gsu (superfx) support [work in progress]
« on: March 27, 2018, 01:04 AM »
"A few weeks"
Lolwut

Also clearly my firmware hack to try to get the FPGA core loaded was done incorrectly, so I guess I'll just wait for you to commit it. I'm quite impressed by the results and can't wait to run it on my own SNES, buggy as it may be.

Also if there isn't enough room on the FPGA, I wonder if it's possible to use the ARM core for some parts of it in a software-emulation style in combination with the FPGA core.

33
FXPAK (SD2SNES) / Re: Implementing GSU Chip (SuperFX) in Verilog
« on: March 25, 2018, 07:47 PM »
Just modified the firmware to accept the GSU FPGA configuration (good thing I know C :P). Still just a black screen on everything (with both cores). I was hoping to see a glitchy mess in Star Fox :(

I know it's reading the FPGA core since GSU games take a bit longer to load (like when loading Cx4 games).

EDIT: Dirt Racer boots, but crashes instantly. DOOM gets to the menu, but crashes when it tries to render anything. Basically whenever the GSU is trying to be used, it crashes (go figure :P)

34
FXPAK (SD2SNES) / Re: Implementing GSU Chip (SuperFX) in Verilog
« on: March 24, 2018, 02:04 AM »
WTF. That can't be far from a working implementation.
Referring to which implementation?

EDIT: As is more than expected since these are incomplete cores, I synthesized both cores and none of the games I tested run. Just to make sure I'm not messing this up, do I just put the fpga_gsu.bit file in the sd2snes folder and that's it, or is there something else I need to do? I'm still expecting zero games to be able to run, but I'd like to know for future testing.

35
FXPAK (SD2SNES) / Re: Implementing GSU Chip (SuperFX) in Verilog
« on: March 23, 2018, 10:52 PM »
Have you seen Megari's implementation work? It's all on GitHub here: https://github.com/megari/sd2snes
Or Redguy's: https://github.com/RedGuyyyy/sd2snes/tree/gsu

36
Did you check the glitch that i stated above on original sd2snes or chinese sd2snes?
Original, but it doesn't matter as both should function in identical ways due to the Chinese-made boards being made from the same schematics and PCB layout (Rev. F) which are open source. My consoles are all NTSC, btw.
It does matter, I had 2 chinese made SD2SNES that didn't work 100% as expected.
It's hit and miss with the chinese made boards unfortunately.

Guess I should have added "if it is fully functional."

I talked at length about the cons of buying Chinese-made SD2SNESs in his other thread, so I didn't feel the need to mention it twice: http://krikzz.com/forum/index.php?topic=7395.0

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.
I know the original Super Mario Bros. had the same issue on newer revisions of the NES, so maybe it's a difference in the hardware of the SNES that's causing it. I don't recall ever hearing about that issue though.

37
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).

38
Did you check the glitch that i stated above on original sd2snes or chinese sd2snes?
Original, but it doesn't matter as both should function in identical ways due to the Chinese-made boards being made from the same schematics and PCB layout (Rev. F) which are open source. My consoles are all NTSC, btw.

39
FXPAK (SD2SNES) / Re: SD2SNES Issue - Game Bugs/scrolling
« on: March 18, 2018, 10:01 PM »
Thanks for the reply, I can see we are getting somewhere.

When I try to launch Space Invaders on the Super Game Boy it says it is not designed for my console. So what does that entail for my console, in what manner woould it be my console's fault? I don't use 3rd party consoles or anything .

EDIT: The Super Game Boy 2 doesn't support Game Boy color roms is why I got that, therefore I can not use that as an Example. A select few GBC roms work (the early ones before the clear colored carts released were backwards compatible with both GB and GBC).

EDIT#2: I ran Castlevania Dracula X and the game scrolls, so is it really my hardware? Someone says whoever manufactured this one may have hardwired the device incorrectly (I.E not every communication to each pin/mapper was done correctly, so games that don't use said pins would not be affected).

I am only speculating here and transmitting information from other gamers who have been more than helpful, this is my first everdrive experience

Space Invaders is not a Game Boy Color game. That message is usually related to region lockout or anti-piracy. Are you running a US ROM on a US console? Is Castlevania Dracula X running from the SD2SNES or a real cartridge?

It is also vital that you run the SNES Burn In test to try narrowing down the issue. I cannot link you to a ROM, but it should be easy to find.

Be sure you are sourcing your ROMs from known good sources like No-Intro and not just downloading random ROMs off the internet. I recommend SmokeMonster's EverDrive packs, which are well laid out for use with flash carts. (can't link, but should be relatively easy to find)

40
FXPAK (SD2SNES) / Re: SD2SNES Issue - Game Bugs/scrolling
« on: March 18, 2018, 05:10 AM »
If you don't have any other SNES games to test, load up the Game Boy version of Space Invaders on your Super Game Boy, which is the only Super Game Boy enhanced game to load a native SNES game. See if that has any glitches (although I'm not sure if there is scrolling in the game). If so, your console is definitely the issue.

Be sure to choose Arcade mode instead of Super Game Boy mode when starting the game.

It should look like this: https://www.youtube.com/watch?v=HcI4p8ko7Ng

Be sure to watch the intro, as that has both Mode 7 and a scrolling background.

You can compare this on your SD2SNES with the SNES version of Space Invaders (the same game with the same intro).

Also FYI, the SNES Burn In test is a ROM from Nintendo and not something built in to the SD2SNES.

41

So, i should avoid 1CHIP model as hell, got it. To turn things even worse i think it's a PAL-M model.

Thanks.

Actually 1CHIP consoles are very sought after due to them outputting much sharper video in comparison to earlier models and the compatibility issues are very minor. I prefer the older models due to having better audio (specifically the SHVC-CPU-01 [1/1/1 is my main, but I also have a 2/1/3]) and guaranteed 100% compatibility, but I also keep a modded Mini around just in case I want to use it.

It all comes down to personal preference.

42
It does not happen to me. What revision SNES are you using (look at system information CPU/PPU1/PPU2)? If it is a 1CHIP or Mini, that is a separate revision.

Have you noticed any oddities in any other games? Also what are the results of the SNES Burn-in test to rule out any hardware flaws with your SNES?
Also run a test on the SD2SNES and see if there are any failures (not counting CIC): https://sd2snes.de/blog/cool-stuff/sd2snes-diagnostics

Model Fat
CPU = 3
PPU1 = 1
PPU2 = 2

I don't know if it is 1CHIP.

3/1/2 means it can be any model. If you can't open it up, check for the common 1CHIP glitches, like the glitchy bar in Demon's Crest or the lack of shadow in A.S.P. Air Strike Patrol.

It is important to run both the burn in test and the SD2SNES diagnostics in order to rule out any flaws with your hardware, since even with 1CHIP consoles, I am unaware of any compatibility issues with Super Mario World.

43
FXPAK (SD2SNES) / Re: SD2SNES help (not booting)
« on: March 17, 2018, 06:23 PM »
Actually it looks like my snes has a broken power port - it just has the two pins sticking out instead of the whole piece. I'm thinking that might be the issue? I'll have to see if I can get my hands on a replacement part.

This usually isn't an issue. Can you take pictures of the power supply? Any power supply rated between 8 and 12 volts should work fine if it has the correct polarity. 9v power supplies are common to use in SNESs. You want a current rating of at least 1 amp (unless you are using an original PSU). Cheap PSUs will also cause a lot of visual noise to appear on the screen as bars of diagonal lines moving down (or up) the screen. This is due to the power supplies having bad filtering.

If you want to get a new power supply, check out HD Retrovision's recommendation: http://www.hdretrovision.com/vote3rdparty

44
FXPAK (SD2SNES) / Re: SD2SNES help (not booting)
« on: March 17, 2018, 06:08 AM »
Run the SD2SNES test and post the results: https://sd2snes.de/blog/cool-stuff/sd2snes-diagnostics

Also what power supply are you using? The SD2SNES requires more power than normal games and having too low power (or using a PAL SNES PSU on an NTSC console) can cause issues. Official SNES or Genesis Model 1 PSUs are generally best.

45
It does not happen to me. What revision SNES are you using (look at system information CPU/PPU1/PPU2)? If it is a 1CHIP or Mini, that is a separate revision.

Have you noticed any oddities in any other games? Also what are the results of the SNES Burn-in test to rule out any hardware flaws with your SNES?
Also run a test on the SD2SNES and see if there are any failures (not counting CIC): https://sd2snes.de/blog/cool-stuff/sd2snes-diagnostics

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