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Forsaken

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Chopper Commander

Chopper Commander (4/9)

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  1. Yeh, there's not anything huge IMO going for it right now. There's speculation about getting Super Gameboy into it (but no Gameboy Color), which would be cool, but even that's a pretty hard sell for a $200 upgrade. For that, you can get the GBA Consolizer, which is quite awesome looking, and plays everything up to and including Advance, obviously. But that assumes having a GBA and flashcart already...
  2. No, I taped where the pivot rests on the board, nothing on the contacts. The problem with the Switch Pro at least is that the pivot is too low, enabling all four directions at once, and ridiculously easy diagonals. Raising it enough makes that impossible. The problem you run into is that they didn't leave much room overhead for the side opposite the one you're pressing down to pivot up, like a see-saw. So if you try to raise it too much, it will jam. The old d-pads were like see-saws, one side goes down, the other side goes up, so if you pushed left, the right goes up, and up/down don't really go anywhere. On these new ones, there little or no overhead clearance, and the pivot is low, when you press left, up/down also go down a little, closer to triggering, and right doesn't move much. The ultimate solution is to raise the pivot, which can be done simply with a durable tape (like kapton) under it on the PCB, and also increase the overhead clearance to allow full "see-saw" action. The latter is much more difficult, and in many cases may not be possible without fabricating a new shell, or somehow getting the PCB to sit lower. And if you make the PCB sit lower, you might cause other buttons to get funky.
  3. The Switch Pro was messing me up soooo bad in Tetris99 because of that. I was able to fix it with 5 squares of Kapton tape on the PCB right under the pivot bump on the D-pad, so it's lifted up a bit higher. Now it rocks properly instead of being able to push all four directions at once, and diagonals aren't happening accidentally. It's still not quite as good as a NES or SNES controller, because there's not enough vertical clearance for the opposite side of the D-pad to see-saw up higher than the pivot, but it's much better than stock. Maybe it could be improved further by milling off some plastic somewhere to allow the pivot to be raised higher. 5 pieces of tape was the most I could raise it before it began to jam due to lack of vertical clearance. D-pads seem to require pretty tight tolerances to work right, and are basically a lost art.
  4. The first upgrade will be the ability to use MSU with other special chips at the same time. Only people that enjoy MSU romhacks will care about this. Later, there may be slightly more accurate versions of the SA-1 and SFX cores. There's some speculation about getting a Super Gameboy core into it, so you could play gameboy roms right from the SD2SNES Pro. Stoneage Gamer just announced a trade-in program where you can get the Pro for as little as $100 when trading in an SD2SNES. Basically $100 off. Might be able to sell an SD2SNES for more than that though.
  5. Of course it has. I just bought the regular one a couple months ago.
  6. Great idea, and that would probably be more reliable than the APU hack for the real SNES. Just need a blurb in the Pro's menu when savestates are turned on about muting the APU in the SNT's debug menu.
  7. Looks like jitter in the scan timing. Whole pixels aren't flickering, the edges are just moving very slightly. That's all I know.
  8. That reminds me of playing SimAnt on SNES. For the longest time, I could not win the full game. Then one day, I just started up the full game and let it run without ever touching anything, and the damn thing won the game without me doing anything! lol
  9. Oh yeh, reprogramming a cart sounds like fun. My remark was about the way you've been playing the game.
  10. Geez man lol. I would just wait it out until kevtris has a chance to figure out what's wrong with the mapper on the Mini. Although given how Analogue is working him, that might be quite some time away.
  11. Yeh, in theory, an analog monitor should be able to do any vertical or horizontal scan frequencies within it's range. So arbitrary vertical resolutions should be possible, as well as non-standard frame rates. And as there is no pixel clock or anything in analog video, the horizontal resolution just rolls off softly, being only a function of how quickly the beam can turn on/off in response to the signal, just like the high frequency response of a sound system. The monitor couldn't care less how many "pixels" there are horizontally, it doesn't know what a pixel is, there's no such thing in analog, all there is is scanning a varying strength signal across a screen. Again, similar to how audio speakers don't care how high the bit rate of the sound file was before it went through a DAC.
  12. Probably uses some new mapper that the NT Mini doesn't support.
  13. If SD3SNES plays more than just SNES games, I might have to give in and buy one. That would be way too tempting. But Super NT could already play anything that NT Mini could, and probably more. I really hope it eventually gets a core store jailbreak like the Mini did. I skipped the Mini and opted for a HiDef NES instead for some reason, and rather regret it now, although the extreme cool factor of HDMI out of an original NES cannot be denied.
  14. Super Tetris 3 says hello. It has a battery save for no purpose that I can discern beyond saving high scores. Have to admit that it seems to be a weird exception, not the rule.
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