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Thread: sd2snes comming soon

  1. #681
    Quote Originally Posted by keropi View Post
    @MottZilla yeah these 2 games that use the ST11/18 cpus are some Japanese strategy ones if I understood correctly, luckily they are not that "important" to bother with them - at least for me :)
    They're shogi (Japanese chess) games.

  2. #682
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    Quote Originally Posted by Eyedunno View Post
    Um, you mean just normal saves, like in RPGs or Super Mario World? You should be able to save normally in-game, and about half a second after you do it, the write LED will light up and it will save it to SD. There are a few games that near-real-time saves don't work on (I haven't encountered one yet though), and in that case, you have to press and hold the reset button until the LEDs light up.

    If you mean savestates, you can't do that, and as of right now, there are no plans to implement them, at least going by http://sd2snes.de/blog/status.
    Yeah i meant savestates, thats a shame, would be nice for keeping the high scores saved for shoot em ups and the like :(

  3. #683
    Well, the SuperUFO Pro 8 supports them. I suggest you look back a few pages (actually related to another one of your feature requests) where ikari talked about some of the issues with savestates. You might keep your high scores, but the music will be inexplicably dead, or graphic tiles will show up in strange places. It would still be a decent feature eventually, but it's not as though you're the first to talk about it, and greater compatibility is more important to most of us right now.

    Edit: And now I'm reminded of how I used to save high scores back in the day. I used to *chuckle* write them down!
    Last edited by Eyedunno; 07-28-2012 at 03:01 PM.

  4. #684
    Quote Originally Posted by Eyedunno View Post
    Well, the SuperUFO Pro 8 supports them. I suggest you look back a few pages (actually related to another one of your feature requests) where ikari talked about some of the issues with savestates. You might keep your high scores, but the music will be inexplicably dead, or graphic tiles will show up in strange places. It would still be a decent feature eventually, but it's not as though you're the first to talk about it, and greater compatibility is more important to most of us right now.

    Edit: And now I'm reminded of how I used to save high scores back in the day. I used to *chuckle* write them down!
    That's how the MegaED is as well. Save states work for the most part, but sound is an issue. Especially background music. Normally its corrected once you complete the level or trigger something else to begin the background music loop again.

  5. #685
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    Quote Originally Posted by Eyedunno View Post
    Edit: And now I'm reminded of how I used to save high scores back in the day. I used to *chuckle* write them down!
    I usually take a pic and stick it on my wall

  6. #686
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    Quote Originally Posted by StoneAgeGamer View Post
    That's how the MegaED is as well. Save states work for the most part, but sound is an issue. Especially background music. Normally its corrected once you complete the level or trigger something else to begin the background music loop again.
    Well thats no good then. An ideal solution (and probably not possible) would be if when holding down the reset button on the console to get back to the SD2SNES menu it would then do the savestate??

  7. #687
    Quote Originally Posted by BlockABoots View Post
    Well thats no good then. An ideal solution (and probably not possible) would be if when holding down the reset button on the console to get back to the SD2SNES menu it would then do the savestate??
    Don't think it works like that. I don't think there is anyway around the sound issue with consoles, but maybe someone with more technical knowledge like Mottzilla could answer. Remember this isn't emulation like a computer.

  8. #688
    Quote Originally Posted by StoneAgeGamer View Post
    Don't think it works like that. I don't think there is anyway around the sound issue with consoles, but maybe someone with more technical knowledge like Mottzilla could answer. Remember this isn't emulation like a computer.
    Two days ago, ikari_01 said:
    Quote Originally Posted by ikari_01
    Sound is the big issue with state saving because the APU state cannot be accessed once it is running. The only way to keep the APU state is to run your own emulated APU and use its state for saving. If this is implemented (memory sharing could be an issue) it would would only work for games without enhancement chips / or alternatively without proper sound support, potentially crashing the game.

  9. #689
    Quote Originally Posted by Eyedunno View Post
    Two days ago, ikari_01 said:
    Yeah makes sense.

  10. #690
    Deluxe edition of the SD2SNES came in today thanks to S.A.G fantastic packaging man and good quality on the product, getting everything setup now but wanted to see how Super Road Blaster ran. http://dforce3000.de/ is offline is there any other way I can get my hands on this?

    PS: S.A.G I hear you are going to be attending CGE I believe I'm going since it's going to be held in my home town ^^'
    Last edited by Go-Kyo; 07-28-2012 at 09:42 PM.

  11. #691
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    Quote Originally Posted by Eyedunno View Post
    Well, the SuperUFO Pro 8 supports them. I suggest you look back a few pages (actually related to another one of your feature requests) where ikari talked about some of the issues with savestates. You might keep your high scores, but the music will be inexplicably dead, or graphic tiles will show up in strange places. It would still be a decent feature eventually, but it's not as though you're the first to talk about it, and greater compatibility is more important to most of us right now.
    The music and graphics errors do not always occur, it's really dependent on the game. Some games work great with real-time saving. Others fail miserably. Sometimes games don't like it but it will still work, maybe you'll have to save in a menu screen or between levels during a level introduction. You just have to experiment. The thing with emulators and save states is unlike real hardware, you can describe the exact state of the game and restore it precisely whenever you want as much as you want. With real hardware, you can't quite do that. So it all depends how well the game can cope with it. As I said, some don't mind at all while others have a range of issues from minor to critical.

  12. #692
    Quote Originally Posted by Go-Kyo View Post
    Deluxe edition of the SD2SNES came in today thanks to S.A.G fantastic packaging man and good quality on the product, getting everything setup now but wanted to see how Super Road Blaster ran. http://dforce3000.de/ is offline is there any other way I can get my hands on this?

    PS: S.A.G I hear you are going to be attending CGE I believe I'm going since it's going to be held in my home town ^^'
    I will be there, but not as vendor, just as visitor.

  13. #693
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    Finally made a sticker for my US NTSC cart....


  14. #694
    Just got back my SD2SNES from Stone Age Gamer. Removing the resistor on pin #1 must have done the trick because it appears to work flawlessly. Thanks for the help.
    Last edited by TonyTheTiger; 07-30-2012 at 06:36 PM.

  15. #695
    Quote Originally Posted by BlockABoots View Post
    Finally made a sticker for my US NTSC cart....[pic]
    Looks good. I like that you got one of the older cart shells. :) I wonder why they got rid of the lock on older shells but never did it in Japan/PAL territories except for Satellaview carts... (Not complaining, mind you. The Japanese/PAL carts look way better.)

    One thing you might consider is drilling a hole or making a window so that you can at least see when the red and yellow LEDs light up, if not all three.

  16. #696
    Difficult as it might be to implement, I really am hoping SA-1 support is possible. The cart is already incredible as it is, with support for so many games that other carts don't, but if SA-1 is announced it'll be an instant-buy from me =)

  17. #697
    New member DarkRyoga's Avatar

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    there will be new units of the SD2SNES cartridge in the near future?

  18. #698
    they are produced pretty regularly so I imagine so just keep your eyes out

  19. #699
    New member marvelus10's Avatar

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    Got mine today, I guess ill be staying home on a Friday night.

  20. #700
    New member marvelus10's Avatar

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    A quick question about saves, in a game like Dezaemon. I have several save files for different games created with Dezaemon, will have to copy and paste the rom several times in order to use for each save eg: Dezaemon X.sfc - Dezaemon X.srm for one and Dezaemon Z.sfc and Dezaemon Z.srm for another and so on?
    Last edited by marvelus10; 08-05-2012 at 08:13 PM.

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