Author Topic: gsu (superfx) support [work in progress]  (Read 201245 times)

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Offline tic

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Re: gsu (superfx) support [work in progress]
« Reply #255 on: April 07, 2018, 11:48 PM »
I tested these today:

https://snescentral.com/article.php?id=0151

It is unfeasible.

There is another demo i not have tested.
https://snescentral.com/article.php?id=1088

Offline retro_fan

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Re: gsu (superfx) support [work in progress]
« Reply #256 on: April 08, 2018, 12:13 AM »
I will leave this link here, maybe someone will find this useful:

higan-verilog - Completely Open Source Emulator/Verilog Co-simulation -- "One can use this architecture to build a co-processor in verilog and test it on emulator", "One can use this architecture to validate emulation or RTL verilog co-processor models with each other"

Offline ThiagoRibeiro

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Re: gsu (superfx) support [work in progress]
« Reply #257 on: April 08, 2018, 12:17 AM »
I've received these errors in Stunt Race FX... The first one is a camera bug, but the game is still "playable". The second one freezes the screen, but the music and timer keeps running.

https://imgur.com/a/cQ9tn

 :-\ :'(

- SNES Fat PAL-M (brazilian model)
- SD2SNES Rev. F
- Original power supply
« Last Edit: April 08, 2018, 12:30 AM by ThiagoRibeiro »

Offline ka55

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Re: gsu (superfx) support [work in progress]
« Reply #258 on: April 08, 2018, 01:38 AM »
I've received these errors in Stunt Race FX... The first one is a camera bug, but the game is still "playable". The second one freezes the screen, but the music and timer keeps running.

https://imgur.com/a/cQ9tn

 :-\ :'(

- SNES Fat PAL-M (brazilian model)
- SD2SNES Rev. F
- Original power supply
I am Brazilian, in my snes the stunt race (wildtrax) worked normally, a bit slow, but it works.

Text in portuguese
Eu sou brasileiro, no meu snes o stunt race (wildtrax) funcionou normalmente, um pouco lento, mas funciona.

Offline redguy

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Re: gsu (superfx) support [work in progress]
« Reply #259 on: April 08, 2018, 02:54 AM »
See the top of the first post for a link to v03:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed bug with how save ram size is detected. Should fix most (all?) startup problems for games and some graphical glitches.
Fixed icache invalidation bug.
Added periodic saving back in. Saves are now backed up every few seconds.

I'm hoping this fixes all startup problems and some of the graphic glitch problems.  I was basically reading out of the psram before the game was loaded to figure out how big the cartridge ram should be.  So that either took the last game's value (which is why loading it twice seemed to fix it) or some random value if the psram loses power.

The cache bug fix seems to improve the speed of doom a little, but it may just be my imagination.

Saves should now work thanks to fixing the first bug.  They get backed up every few seconds and not when you actually save.  So don't turn off the console the instance you think the data is saved.  This is the standard way the sd2snes works, but it's in a special mode where it saves every few seconds rather than immediately when it detects something is changed in the game.

There was also a bug fixed in the voxel demo.

Offline Arnold101

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Re: gsu (superfx) support [work in progress]
« Reply #260 on: April 08, 2018, 03:26 AM »
redguy you will eventually work on the sa1 chip in future? Thanks


doom usa crashed at middle level2

voxel appear random vertical bars sometime

« Last Edit: April 09, 2018, 02:52 AM by Arnold101 »

Offline SmokeMonster

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Re: gsu (superfx) support [work in progress]
« Reply #261 on: April 08, 2018, 03:48 AM »
Thanks for the excellent update, Redguy. I tested it for a while and everything is golden. The now-fixed Voxel Demo looks pretty incredible :D

Offline jse

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Re: gsu (superfx) support [work in progress]
« Reply #262 on: April 08, 2018, 04:16 AM »
See the top of the first post for a link to v03:

http://krikzz.com/forum/index.php?topic=7451.msg57572#msg57572

Fixed bug with how save ram size is detected. Should fix most (all?) startup problems for games and some graphical glitches.
Fixed icache invalidation bug.
Added periodic saving back in. Saves are now backed up every few seconds.

The graphical glitches still occur in Yoshi's Island and I found another one, if you pause the game
then un-pause the game, the background and some sprites glitch. I have some images of the
glitches.  Keep up the great work.

https://i.imgur.com/drXcIZV.jpg Spec
https://i.imgur.com/jCRobDm.jpg Title Screen Graphical Glitches
https://i.imgur.com/KbjCeNE.jpg Before Pausing In A Level
https://i.imgur.com/mlb2IdS.jpg After Pausing With Graphical Glitches



Offline ErivandoXP

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Re: gsu (superfx) support [work in progress]
« Reply #263 on: April 08, 2018, 04:29 AM »
I tested these today:

https://snescentral.com/article.php?id=0151

It is unfeasible.

There is another demo i not have tested.
https://snescentral.com/article.php?id=1088

Power Slide work fine in my Snes. Try press Button Y (acelerator)

Offline James-F

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Re: gsu (superfx) support [work in progress]
« Reply #264 on: April 08, 2018, 05:36 AM »
Thanks Redguy!
Everything starts and saves fine with no glitches.

Slowdown report;
Yoshi's Island Level 1-1 around the first 'rolling rock' there is a very noticeable slowdown.
Having 6 eggs, jump around the rolling-rock back and forth without pushing it.
The slowdown occurs when the purple ledged ferris wheel to the left of the rolling rock appears in view.
It occurs in the original cart too but to a lesser degree.
Please check that out redguy, this might help you to further reduce slowdowns.
« Last Edit: April 08, 2018, 03:26 PM by James-F »
Mega Everdrive x5, Everdrive 64 v3, Everdrive N8, SD2SNES, Joyzz.

Offline BRNexus

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Re: gsu (superfx) support [work in progress]
« Reply #265 on: April 08, 2018, 06:06 AM »
Shout out to Redguy for making what seemed the impossible, possible, Ikari for designing one of if not the best Flashcarts out there and Krikzz for making this fine product available for consumers.
« Last Edit: April 08, 2018, 06:07 AM by BRNexus »

Offline fille1976

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Re: gsu (superfx) support [work in progress]
« Reply #266 on: April 08, 2018, 10:01 AM »
Thx Redguy for your hard work man.
Thanks to you we can play some more  interesting games on our sd2snes.

Offline Sylver

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Re: gsu (superfx) support [work in progress]
« Reply #267 on: April 08, 2018, 12:20 PM »
I've never been so happy to own a SD2SNES :) Thanks a lot Redguy for the FPGA GSU implementation and thanks to everyone else who made this possible ;)

Offline fille1976

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Re: gsu (superfx) support [work in progress]
« Reply #268 on: April 08, 2018, 01:37 PM »
And if gsu is fully implemented and bug free-accurate,let him take a moment for himself.
Don't push him for sa-1,if he wants to do it,he will doing it like gsu.

Offline toadhall

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Re: gsu (superfx) support [work in progress]
« Reply #269 on: April 08, 2018, 01:40 PM »
Looks like V3 fixed the graphics glitches I had in Stunt Race FX. Managed to finish a race. Great job, redguy. Keep it up!