I updated to 1.4a and finally got a chance to try it through a standard composite connection on a different LCD TV. Lo and behold, the exact same issue comes up the second I uncover pin 1. Is this a hardware issue, you think? Is something related to pin 1 just not working right and needs to be fixed?
Ok thank you, I will wait. By the way is mine ready yet. :wink-new: So about the logo used on the main menu, does anyone have that? I want to use it for my label, but when using an image capture from the menu screen it is blurry and cut off at the top.
Got my sd2snes today and I'm loving it!!! I have a question though, does the uncompressed 96mbit Star Ocean works? I tried the same image that works fine in my PowerPak but on the sd2snes all I get is a blank screen, what's the trick?
It works fine for me. For the PowerPak, I had to edit a few values in the rom to get it to save, and this is not necessary on the SD2SNES. I just tried using the version modded for PowerPak, and it indeed stopped at a black screen. Try getting a clean rom and applying neviksti's patch to it directly without further modifications to the rom file. Edit: I use the Japanese version. If you want the translation hack, you apparently have to first add the DeJap translation patch to a clean rom, then the appropriate neviksti patch.
I can confirm that this works fine on the sd2snes, without any further modification or patching. You might have to add a header if the ROM is headerless... I can't remember.
I figured as much, as this is the first I've heard of anybody having problems with Star Ocean, and I'd imagine half the people who have an SD2SNES had to try Star Ocean as one of the first things they did (maybe after screwing around with Road Blaster and some DSP-x, Cx4, and Satellaview stuff). I did have problems on the PowerPak, however, and the solution involved further hacks, so I'm almost positive that's the issue here, especially since I was able to replicate it!
Eyedunno you are correct, I had the rom patched with English + Save hack for PowerPak... I will try the non-save-patch version The rom is a gd3 one, does it also need a header? how can I add one if it does need it?
You just need to add 512 bytes to the beginning of the file. I use a hex editor, but I think there are some specific programs that will do this automatically for you, too.
Oh i didnt know that. Is there going to be a button combination to quit back to the SD2SNES menu implemented in an update FW at all?
http://www.assemblergames.com/forums/showthread.php?39306-Help-writing-SD2SNES-manual&p=592950&viewfull=1#post592950 Edit: BTW, a lot of people seem not to have realized this earlier, and in case you're not aware, holding the reset button until the LEDs light up will also get you back to the menu without a hard reset.
I received mine today. Everything seems to be in order. The version I have of star ocean works fine it seems. I only saw the intro.
I second that. I downloaded the DeJap version of this rom, and used the patch and it works. In fact, in one of my videos for this unit, I show this game working on my SD2SNES: [video=youtube_share;qmVoaNIOrPw]http://youtu.be/qmVoaNIOrPw[/video]
Will the SD2SNES ever be able to play NES, GB or GBA roms? Like the Mega Everdrive can play SMS and GG roms??
The megadrive/genesis consoles already have the ability from SEGA to play SMS games (not gg ones) , it was almost only a matter of having a slot adapter for them to accept sms cartridges. The SNES on the other hand lacks the ability to play NES/GBA games and GB ones are only possible through nintendo's special cart that is not as simple as sega's one, it might even have a gameboy inside or something... so SD2SNES does not support any of these games you mention.
Probably ikari or somebody else with way more technical knowledge than I have can answer more definitively, but from what I've read elsewhere (aside from GBA): GBA - Completely impossible (to the point where I want to say "don't be silly!") NES - Probably impossible, but I'm not completely sure. Some people have managed to emulate the NES on FPGAs, but I'm not sure how many gates were used, and then there is the issue of all the mappers... Original Game Boy - Might be possible, though probably not in the form of Super Game Boy emulation.