Author Topic: gsu (superfx) support [work in progress]  (Read 198308 times)

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Offline Eyedunno

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Re: gsu (superfx) support [work in progress]
« Reply #630 on: May 03, 2018, 07:42 PM »
Looks like version 10 is going to fix powerslide.  I'll patiently wait :)  Really cool stuff.

No need to wait: https://www8.zippyshare.com/v/4sG7go1G/file.html

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).
What, does this make the shadow darker in A.S.P. on 1CHIPs? What effect does it have on other SNESes? Does it detect whether you have a 1CHIP, or does it work by some other mechanism?

Offline James-F

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Re: gsu (superfx) support [work in progress]
« Reply #631 on: May 03, 2018, 07:47 PM »
You can enable/disable the 1Chip fix in the menu.  :)
This indeed makes the ASP shadow visible like on the 2chip, and fixes the blurred top line and fade-in/out effects in Capcom (and more) games after doing the (C11) 470nF cap mod to remove ghosting.

In VERY simple terms:
It works like a game shark code, it injects a command that prevents the source of these 'bugs' to happen.
« Last Edit: May 03, 2018, 08:32 PM by James-F »
Mega Everdrive x5, Everdrive 64 v3, Everdrive N8, SD2SNES, Joyzz.

Offline Eyedunno

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Re: gsu (superfx) support [work in progress]
« Reply #632 on: May 03, 2018, 09:02 PM »
You can enable/disable the 1Chip fix in the menu.  :)
Aw crap, this is gonna break the dotsarecool menu editor again, isn't it?

Offline sonicjhn

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Re: gsu (superfx) support [work in progress]
« Reply #633 on: May 03, 2018, 09:35 PM »
Did someone made a comparison video between gsu v9 update and the original cart?

Offline Eyedunno

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Re: gsu (superfx) support [work in progress]
« Reply #634 on: May 03, 2018, 09:48 PM »
Did someone made a comparison video between gsu v9 update and the original cart?
I've been doing a lot of these with Star Fox, but I didn't with v09 because to me it looks a lot like v08.2. Dunno if there's a difference, to be honest.

Offline iwasaperson

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Re: gsu (superfx) support [work in progress]
« Reply #635 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.

https://www57.zippyshare.com/v/2HIR7WqF/file.html
« Last Edit: May 03, 2018, 09:57 PM by iwasaperson »
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Offline ErivandoXP

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Re: gsu (superfx) support [work in progress]
« Reply #636 on: May 03, 2018, 11:09 PM »
Looks like version 10 is going to fix powerslide.  I'll patiently wait :)  Really cool stuff.

No need to wait: https://www8.zippyshare.com/v/4sG7go1G/file.html

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).

Woow nice!

You can enable/disable the 1Chip fix in the menu.  :)
Aw crap, this is gonna break the dotsarecool menu editor again, isn't it?
You were right. After uploading, the highlighted message appears.


Offline Eyedunno

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Re: gsu (superfx) support [work in progress]
« Reply #637 on: May 04, 2018, 12:22 AM »
You were right. After uploading, the highlighted message appears.

:( 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.)

Offline iwasaperson

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Re: gsu (superfx) support [work in progress]
« Reply #638 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.
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Offline leonquest

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Re: gsu (superfx) support [work in progress]
« Reply #639 on: May 04, 2018, 01:06 AM »
You can enable/disable the 1Chip fix in the menu.  :)
This indeed makes the ASP shadow visible like on the 2chip, and fixes the blurred top line and fade-in/out effects in Capcom (and more) games after doing the (C11) 470nF cap mod to remove ghosting.

In VERY simple terms:
It works like a game shark code, it injects a command that prevents the source of these 'bugs' to happen.

This is one of those OMG moments with the SD2Snes for me.  With  this update,  having an SD2Snes is better than having real carts! We're talking about a flashcart that fixes hardware related bugs!
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO

On my wishlist:
Everdrive GBA - EDGB X3 - Saturn Satisfier

Offline tic

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Re: gsu (superfx) support [work in progress]
« Reply #640 on: May 04, 2018, 02:23 AM »
Thanks redguy for your hard work!. Always exist a black sheep right?, doom in this case :D.

Offline iwasaperson

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Re: gsu (superfx) support [work in progress]
« Reply #641 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.
@Syboxez on Discord and some other places as well.

Offline James-F

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Re: gsu (superfx) support [work in progress]
« Reply #642 on: May 04, 2018, 06:08 PM »
Can someone please try in game hooks in Yoshis Island during gameplay:
L+R+Select+X (reset to sd2snes menu).

It doesn't work for me during gameplay, but does work in the stage select screen.
Mega Everdrive x5, Everdrive 64 v3, Everdrive N8, SD2SNES, Joyzz.

Offline AlxUnderBase

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Re: gsu (superfx) support [work in progress]
« Reply #643 on: May 04, 2018, 06:33 PM »
Can someone please try in game hooks in Yoshis Island during gameplay:
L+R+Select+X (reset to sd2snes menu).

It doesn't work for me during gameplay, but does work in the stage select screen.

doesn't work ! you're right sir !
SD2SNES rev F - EVERDRIVE-64 v3 - EVERDRIVE N8 Fam - EVERDRIVE-GBA X5 - EVERDRIVE-GBA X7 - PSIO

Offline Oli

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Re: gsu (superfx) support [work in progress]
« Reply #644 on: May 04, 2018, 06:49 PM »
Can someone please try in game hooks in Yoshis Island during gameplay:
L+R+Select+X (reset to sd2snes menu).

It doesn't work for me during gameplay, but does work in the stage select screen.

doesn't work ! you're right sir !

+1 Doesn't work for me too.