Author Topic: gsu (superfx) support [work in progress]  (Read 198346 times)

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Offline Relikk

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Re: gsu (superfx) support [work in progress]
« Reply #225 on: April 06, 2018, 10:15 AM »
Exciting times!
Um, lame question, I have downloaded the file from the first post. How do I get this working?
Is there a new sd2snes firmware to go with it? First post doesn’t say.

Thanks

Just overwrite the existing files in your SD2SNES folder on your SD card, with the new files from redguy.

Offline ikari_01

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Re: gsu (superfx) support [work in progress]
« Reply #226 on: April 06, 2018, 10:45 AM »
Hopefully this will be merged with the official branch!
I definitely will if redguy has no objections :)
(Same goes for the usb2snes features btw but I haven't tried it out yet and I want to make sure it doesn't compromise any other features of the stock firmware)

Offline krom

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Re: gsu (superfx) support [work in progress]
« Reply #227 on: April 06, 2018, 01:19 PM »
Hi redguy,

Amazing progress, so great to see you fixing bugs so quick =D

Was my cache injection test that I made here useful to you?:
https://krikzz.com/forum/index.php?topic=7451.msg57749#msg57749

If not I can always modify it to your needs, anyway good luck with your work.

Offline redguy

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Re: gsu (superfx) support [work in progress]
« Reply #228 on: April 06, 2018, 02:58 PM »
I have no problem with the gsu being part of the main code.  It could use some cleanup after the bugs are fixed, but otherwise it's standalone and won't impact the existing code too much.  The usb2snes stuff is quirky and more of a developer's tool.  It needs to be redesigned and rewritten before it can be considered for the main code.

Thanks for the cache injection test.  It found a cache indexing bug which was fixed prior to v01.

Offline Rahzadan

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Re: gsu (superfx) support [work in progress]
« Reply #229 on: April 06, 2018, 03:35 PM »
redguy, thanks for your AMAZING work so far!

Can we get any hints as to what's in store for version 03? :)

Offline marcus.miranda

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Re: gsu (superfx) support [work in progress]
« Reply #230 on: April 06, 2018, 04:44 PM »
redguy, thanks for your AMAZING work so far!

Can we get any hints as to what's in store for version 03? :)
Asked what everyone wants to ask but no one had the guts... :)

Offline rocketblast

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Re: gsu (superfx) support [work in progress]
« Reply #231 on: April 06, 2018, 08:47 PM »
Hi I still can't get Yoshi's Island to save.  Not complaining because it runs awesome.  Just thought I would mention it here :)  Thanks a lot Redguy for your hard work and getting Doom to work perfectly as well.  It's very fortunate that you shared this with us even before some of the bugs were fixed.  You are awesome man.

Offline James-F

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Re: gsu (superfx) support [work in progress]
« Reply #232 on: April 06, 2018, 09:06 PM »
Hi I still can't get Yoshi's Island to save.

When you finish a level and back to the level select screen, HOLD RESET to reset to SD2SNES screen and SAVE.
That's it.
« Last Edit: April 06, 2018, 09:09 PM by James-F »
Mega Everdrive x5, Everdrive 64 v3, Everdrive N8, SD2SNES, Joyzz.

Offline yavimaya

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Re: gsu (superfx) support [work in progress]
« Reply #233 on: April 07, 2018, 01:22 AM »
In case it helps, this is my experience with a SD2SNES rev E2.
I used 2 consoles to test and in both I had game crashes with Yoshis island:
PAL SNES with PAL/NTSC 50/60 hz : every rom from every regin crashes at intro before file selection
JAP NTSC SNES unmodified: only ntsc games are able to initiate playing (obviously) but with USA roms I can play until it crashes at first or second stage, but with jap 1.0 rom it does not crash.

I hope it helps.
« Last Edit: April 07, 2018, 01:26 AM by yavimaya »

Offline Arnold101

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Re: gsu (superfx) support [work in progress]
« Reply #234 on: April 07, 2018, 03:50 AM »
genious.

Offline infidelity

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Re: gsu (superfx) support [work in progress]
« Reply #235 on: April 07, 2018, 04:46 AM »
redguy, I have an image here of Star Fox running on my rgb 1chip-03.

https://imgur.com/a/ALkRl

Does the arwing look like this for you too? The checkerboard patterns on its wings? It comes and goes, I've noticed it on both your firmwares. Just wanted to double check and see if this is due from the infancy of the firmware, and not my actual hardware.

Thanks!

Offline lee4

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Re: gsu (superfx) support [work in progress]
« Reply #236 on: April 07, 2018, 05:36 AM »
redguy, I have an image here of Star Fox running on my rgb 1chip-03.

https://imgur.com/a/ALkRl

Does the arwing look like this for you too? The checkerboard patterns on its wings? It comes and goes, I've noticed it on both your firmwares. Just wanted to double check and see if this is due from the infancy of the firmware, and not my actual hardware.

Thanks!
its normal
as emulator display same way
ED64 v2.0 & v3.0 | EDMD v3 | MEGAED X7 M15 v2.01 | TED v2.4 | EDN8 v1.2N | SED v2.1 | SD2SNES rev E1 & PRO rev.B | EDGB v1.1 & X7 M17 rev B | EDGBA X5 M16 rev A
Super NT | Mega SG | Super Retro Advance | SGB v1 | PCE+SSD3

Offline Rahzadan

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Re: gsu (superfx) support [work in progress]
« Reply #237 on: April 07, 2018, 05:47 AM »
redguy, I have an image here of Star Fox running on my rgb 1chip-03.

https://imgur.com/a/ALkRl

Does the arwing look like this for you too? The checkerboard patterns on its wings? It comes and goes, I've noticed it on both your firmwares. Just wanted to double check and see if this is due from the infancy of the firmware, and not my actual hardware.

Thanks!

This is 100% normal. I have an original Star Fox cart and it looks exactly this way on my Super Nt. My 2/1/3 SNES is hooked up to a CRT currently and I can't tell if there's a checkerboard pattern like that, but if I look very close it looks like it's there. Unfortunately I don't have an RGB/OSSC setup for my 2/1/3 SNES to be able to tell for 100% certainty, but it's there on an emulator as well (higan).
« Last Edit: April 07, 2018, 05:50 AM by Rahzadan »

Offline phoenixdownita

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Re: gsu (superfx) support [work in progress]
« Reply #238 on: April 07, 2018, 07:14 AM »
Wrt SuperFX this is a comment from Byuu about what it does and why it uses so much dithering (the checkered pattern).

"....And then you have the SuperFX, used in about 10 games total, which was a fancy 1D (yes, 1D), one or two color (two color was dithering, alternate each pixel's output color) pixel plotter. The part that made it so grand was that you could work linearly instead of on bitplanes."

Link to the thread
https://www.reddit.com/r/programming/comments/1hqir6/the_making_of_nintendos_star_fox_for_the_snes/

Link to byuu post
https://www.reddit.com/r/programming/comments/1hqir6/the_making_of_nintendos_star_fox_for_the_snes/cax6ous/


If anyone is interested in an overview of the Super FX:
https://en.wikibooks.org/wiki/Super_NES_Programming/Super_FX_tutorial


EDIT: btw thank you redguy, now I can finally put my curiosity about those "other" Super FX games to rest.
« Last Edit: April 07, 2018, 07:18 AM by phoenixdownita »

Offline James-F

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Re: gsu (superfx) support [work in progress]
« Reply #239 on: April 07, 2018, 08:24 AM »
Can someone please make a side-by-side video of Starfox intro with real cart and SD2SNES to compare speed.
Mega Everdrive x5, Everdrive 64 v3, Everdrive N8, SD2SNES, Joyzz.