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Messages - iwasaperson

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FXPAK (SD2SNES) / Re: Cash Bounty for SA-1 or Super FX Support
« on: September 29, 2017, 09:28 PM »
I'm hoping for Super FX support since the proper ROM of Starfox 2 is out.
Also being able to play the various Yoshi's Island ROM hacks without having to make repros would be sweet.

EverDrive N8 / Re: Konami VRC7 Mapper Support Package
« on: September 08, 2017, 03:27 AM »
But the Famicom is the only standard reference there is, and existing game carts are already designed around it. I don't see the point in inventing a new standard for the Everdrive that is incompatible with existing expansion audio game cartridges.
I do not believe the EDN8 can be as loud as a real cartridge without modification of the hardware (similar to upgrading the SD2SNES to Rev H) or a new revision entirely.

EverDrive N8 / Re: Konami VRC7 Mapper Support Package
« on: August 24, 2017, 11:50 PM »
Would be nice if all the expansion audio cores had the same volume level (high or low), so I could adjust my POT in my NES accordingly one time for all games.

EverDrive N8 / Re: Everdrive N8 won't boot after firmware update
« on: August 24, 2017, 11:46 PM »
The EDN8 is really picky when it comes to fragmentation. Try defragging the SD card.

FXPAK (SD2SNES) / Re: usb support
« on: August 20, 2017, 10:32 PM »
I changed my mind and decided to implement the context engine to save snes *RAM contents to sd2snes's RAM.  It wasn't as bad as previously thought and there's now a working prototype.  It saves off WRAM, VRAM, APURAM, OAM, CGRAM, and many PPU and CPU registers.  I made a basic c# memory viewer, but realized the viewers that came with bsnes were far better and ended up hacking it to poll the USB contents without a loaded cartridge.  It's pretty cool to see the backgrounds load up in the tilemap viewer and the contents of VRAM in (somewhat) real-time.  Here's an example:

I'd like to make a little DMA engine to copy contents of the RAM around to speed up saving in savestates.  It would also be cool to have a way to set HW breakpoints, but that's going to take a lot more thought.

Another thing I've been trying to do is load a game and immediately load a savestate.  The basics of this have been working for a while, but without having a way to restore the APU it would have no sound and usually freeze after a few seconds.  The context engine stuff makes a basic attempt at saving all the state pre-execution that is written to the APU.  Now on game init this APU state can be restored and the sound works, although, it needs some more work to fix the music.  Here's an example where it transitions from contra to castlevania.  I have to manually trigger the load of castlevania and the associated state right now which is not ideal.  The music works only because I picked a savestate right before the engine loads the music.
That looks sweet! Didn't even think something like that would even be possible. Would be insanely helpful to homebrewers out there who want to test on real hardware.

At this point there are way too many hacked up c# and c++ utilities which are using my messy USB interface.  A driver that provides a simpler (socket based?) interface to the sd2snes over USB is the next step.  That way I don't have to fix the USB related bugs in 6 different places and it would also allow multiple applications to use the USB port at the same time.
I mean... if you're redoing the USB interface anyway, would it be reasonable to request Linux support?

FXPAK (SD2SNES) / Re: Buying my first SD2SNES
« on: August 01, 2017, 02:08 AM »
Missing Smoothing (or dithering) Filter - This is 1 of 2 reasons why the newer PPU appears "sharper". But sharper doesn't necessarily mean "better". Nintendo developed added filtering for a reason. Read on (NOTE: my choice of words (ie; filter/smoothing/etc) are probably not accurate. I use these words for two reasons. A.) Because I couldn't think of better words, and B.) Because it helps others to better understand what I'm referring to.)

I'm not sure that was intentional to begin with in the original PPU2. The blur is caused by the PPU2 being too slow to change the color output while scanning the screen, hence the "blur to the right" effect. The 1CHIP's integrated PPU2 doesn't have this problem. Granted, when playing on a CRT, I notice no difference between my various SHVC-CPU-01 consoles and my modded Mini (with properly attenuated RGB output via 20 Ohm series resistor on the 1CHIP's analog power input which solves problem #3 that you listed). The inaccuracies and worse audio quality bother me enough that I use one of my SHVC-CPU-01 consoles as my main.

There is also a way to overdrive the RGB outputs from an original PPU2 making the image much sharper, but it results in a ringing effect around everything, along with some other issues making it not worth it (although it's a good idea in concept).

FXPAK (SD2SNES) / Re: JTAG firmware reflashing recovery
« on: July 26, 2017, 08:34 PM »
Sorry about the delay, I've been swamped with other projects.

I'm still unable to find any documentation on JTAG firmware or bootloader for SD2SNES. I'm quite familiar with JTAG flashing and willing to try both, I just need documentation for the SD2SNES.

EDIT: My USB flasher should work. I just need to verify pinouts are the same. I'm still unclear what procedure to follow for SD2SNES/Altera. I'm also not seeing the bootloader file anywhere, only firmwares.
You'll have to compile the bootloader yourself, but that shouldn't be too hard. All the documentation you need is in the link I put earlier in the thread.
Note that I haven't done this myself, so I can't exactly help you with any problems. I was considering building my own SD2SNES (wanted a black PCB with custom silk screening), but I saw a BGA component and gave up on that idea :P

FXPAK (SD2SNES) / Re: usb support
« on: July 22, 2017, 10:22 PM »
Can you update the tool for Linux by any chance?

I tried this one, but I can't get it to work:

Works fine in a Windows VM, but it's such a pain for me to go in and out of Windows all the time.

FXPAK (SD2SNES) / Re: Removing lockout tabs and the SD2SNES:
« on: July 21, 2017, 11:45 PM »
Then perhaps my SD2SNES is randomly flawed. There's no other explanation it could be.

And at least one other person had the same problem:

Same. It doesn't bother me too much, but I'd imagine lining/shimming either 1) inside the SNES' cartridge bay or 2) bottom of the SD2SNES shell with a strip of single-sided foam tape would fix that?

Strange. I'd imagine something to do with manufacturing tolerances with the solder mask, but I'm not to sure. Either way, if the fix for you is as simple as installing a shim in the casing, I'd imagine it doesn't matter too much.

FXPAK (SD2SNES) / Re: Removing lockout tabs and the SD2SNES:
« on: July 21, 2017, 02:22 AM »
Mine doesn't either, but only when I removed the lockout tabs did this become a problem on any of my SNES consoles. As I mentioned, I was able to prove it was a design flaw with the PCB itself, since no other game is affected by the removal of the lockout tabs, and physically shimming the SD2SNES PCB up 1mm solved the issue.

I removed the lockout tabs in both of my US SNESs.

Off Topic / Re: SD2SNES Counterfelts ?
« on: July 20, 2017, 11:31 PM »
Looks like a "clone", battery brand matches a unit I ordered from Aliexpress. Also the little surfaces for grounding prongs are not tinned as seems to be the case with recent KRIKzz units.
Check if the horizontal resistor next to the USB port says "1691" instead of "1501" or "152"? :)

Mine horizontal resistor next to USB says 152. What that means

(I bought from aliexpress)
If you got it from AliExpress (or anywhere that isn't an official reseller), it is essentially guaranteed to be a fake.

EDIT: Another good way to tell is if you get a brand new one and it's still a Rev F. as ikari_01 hasn't released the schematics for any revision above F, but instead released tutorials on how to upgrade the Rev F. to later versions (which would be very obvious if that occurred).

For reference, the latest revision as of today is Rev. H.

FXPAK (SD2SNES) / Re: Removing lockout tabs and the SD2SNES:
« on: July 16, 2017, 10:59 PM »
In conclusion:

My revision "F" SD2SNES isn't designed to the same tolerance or 'wiggle room' as a standard official game PCB.  Not sure if this was ever looked into or fixed in later revisions, but it's definitely a problem with the PCB lead design.

Strange. My Rev F doesn't have a problem in any of my SNESs or Super Famicoms, regardless of which case I use (JP style and US style), or even PCB only.

FXPAK (SD2SNES) / Re: JTAG firmware reflashing recovery
« on: July 15, 2017, 10:39 PM »
w that goes. And before you do any hardware modifications, you should see if it's still under warranty.
Tested with known good SD, boots menu and freezes almost immediately. Will do more testing this week as I get time. Haven't did any hardware mods and I'm not sure about warranty - will check into it. Thanks
If the menu loads and then freezes, the bootloader is likely fine.

Have you tried a different SD card?

This could be a problem with fragmentation on the SD card which the EverDrive N8 is very picky about. Try this:

1) Reformat your SD card as FAT32.

2) Make a folder on your computer (not the SD card) with all of the games you want.

3) Download the latest firmware from here:

4) Extract the EDFC folder to the folder on your computer.

5) Copy all of the files to the SD card at the same time.

6) Eject the SD card and put it into the EverDrive

7) Try a game and see if it works

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