Do any of you have tried to program a demo using the MSU-1? Can you recommend any website which explain how to start developing for the SNES using the MSU-1? Thanks in advance.
Does anyone else have problems playing the super Mario odyssey msu-1 demo? The game plays fine, but the music is pretty quiet and sounds a little distorted, and after a while it just stops and its just static. I'll try to make a video of it later-- I'm at work right now. Road blaster plays fine.
I ought to have said that I also don't care, as long as there is an option to turn it off. I have a lot of experience with flashcarts (by my count I've owned 13 flashcarts for five different systems over the past decade - GBA, DS, SNES, Genesis, and PC Engine), and I've never seen a feature that changes in-game behavior that doesn't cause problems with some games. That doesn't mean it's not possible, but I would like to keep mine off until a lot of testing is done. And I also keep my console really close by - my main console is a Super Famicom right by my desk, and it has the original 1 meter cable (which I'm totally fine with - I have the TV right by my desk, and a shorter cable means no issues with tangling, and I have other controllers should the need arise), so pressing or holding reset means a short reach indeed.
Ok I made a video of my MSU-1 issue: http://www.youtube.com/watch?v=OptxtY_5Xcs Any ideas? I tried downloading it again, and it does the same thing. I also updated my SD2SNES to 0.1.4pre4, no change. It was on 0.1.3 when I got it.
My bad, just renaming the wav files to pcm doesn't quite cut it, better use this converter: http://helmet.kafuka.org/thepile/Wav2msu Otherwise the loop point is potentially invalid. The SMO music files are generally pretty quiet compared to the sound generated by the S-APU.
I just watched ikari's demonstration of the super mario odyssey thing on youtube, and he dies literally seconds before the buzzing sound would have started for me. So I'm not convinced it worked correctly to begin with now. Maybe he can confirm this? Nevermind-- I didn't notice your reply. Just used that tool and it fixed the problem. In your demonstration, the background music sounded about as loud as the sound effects, which is why I mentioned it was quiet for me. I guess your camera didn't pick up the difference in sound levels very well. Thanks for the quick reply ikari!
While I'm sure somebody could do this, it would be much easier and faster just to do it yourself. All you need to do is boost the volume 200% or 300% in an audio editor, then run the files through the program ikari linked to. It would take maybe 5 minutes. Then you can tweak the volume to your liking, now that you know how to do it yourself.
This might be a stupid question but, is it possible to convert movie formats like avi, mp3, mpeg or other into a MSU format that the SD2Snes could understand so you could have movies stored on it. Or is that too complicated a procedure?
The RTC in my sd2snes seems to be running fast. In a couple days since setting it, its already 10 minutes fast. It's not really that big of a deal to me, since I don't play any games that use it, just wanted to point it out. Is this something that can be fixed in firmware?
I just wanted to give an update. So long as I keep pin 1 covered I don't have any problems. Is this something that a firmware update can fix though? I'd like to actually hear the sound from Super Road Blaster. :wink-new: On an unrelated note, what are the odds the SPC player could be used to automatically play a music file on the menu? Complete silence is boring.
More features are always a good thing, but I think if you're hanging around on the menu long enough to find it boring, ur doin it rong. :wink-new: