Jump to content

Guspaz

Members
  • Content Count

    105
  • Joined

  • Last visited

Community Reputation

64 Excellent

About Guspaz

  • Rank
    Chopper Commander
  1. I think that the large font sizes are probably contributing more to the perception of the default skin being too spread out than anything else.
  2. I've got mixed feelings about this new skin on the forums. It looks (on a 1080p monitor) like a mobile site being loaded in a desktop browser, everything is huge and spread out, with a ton of wasted space. I have to zoom out to 80% to try to make it look a bit more like a desktop site.
  3. For the same reason that the Super Nt doesn't support Game Boy games directly, even though it has an accessory to play GameBoy games. It's out of scope of the product. Besides, the Mega Sg does not officially support the ColecoVision in the first place. There are no plans, as far as I know, to release an adapter for it, or to officially support it in any way. It just got included in the unofficial jailbreak firmware because all the hardware was already more or less supported via the Genesis.
  4. I do believe I heard them say somewhere that there would not be any more cores added. The Atari 2600 makes no sense: the only reason the ColecoVision is supported is because the hardware is essentially identical to the SG-1000, and the only reason that's supported is because the master system is basically a superset of that hardware, and the only reason the master system is supported is because it's required for a full Genesis implementation. The ColecoVision accessory was just a bolt-on 2600 clone. The 2600 has no hardware commonality with the ColecoVision/SG-1000/Master System/Genesis. Those consoles use a Z80 (not as the main CPU in the Genesis), while the 2600 uses a 6507, meaning it has more in common with the 6502 clone in the NES or the 65C816 in the SNES/Apple IIGS. On that note, Apple IIGS support in the Super Nt would have been neat, since it's more or less the same CPU, but I suppose the IIGS has way too much additional hardware for that to make any sense. Like, that thing has a crazy 32-channel wavetable music synth chip.
  5. The latency is only 13.5ms for 4K60, it's only with HDR that it goes up. HDR support is not currently too widespread, so hopefully a future firmware update will improve HDR latency by the time there are enough HDR games to make it really important.
  6. Wouldn't the simple solution to having the CD audio input be enabled by default be an "auto" option that has a threshold that's just above the noise floor? Enable passthrough on a per-sample basis if the signal goes above the noise floor, have some hysteresis to keep it enabled long enough to not shut off while anything else is playing.
  7. Presumably one of the major manufacturing costs for the AVS was the injection molding tooling. Hopefully, sales were good enough in the first two and a half years of the products life to have already paid off those expenses (as well as the amortized R&D costs), which would make lowering the price to compete with a hypothetical Analogue Plastic Nt viable. On the other hand, the AVS never seemed to be a particularly cost-optimized product to me with its enormous mostly blank PCB and its horizontally mounted cartridge slot (care of a second PCB attached to the first one at a 90-degree angle via a PCIe 4x slot). Those two things make the whole product twice as large as it reasonably needs to be, increasing both the BOM and manufacturing costs.
  8. The SNES has more pins than the Famicom does, and more than ten pins on the NES aren't required, though I'm not sure how many pins on the SNt cartridge bus are effectively programmable (like the audio and power pins are probably not). From the NES, you can eliminate all the expansion pins, one of the two ground pins (can be ganged), you can get rid of the four CIC pins, I think ROMSEL can be generated on the adapter from the A15 and M2 pins, I think PPU /A13 is just the inversion of PPU A13.... There are also a few other pins that select things where you could potentially just dedicate one SNES pin for communicating several such states over a single pin using a communication protocol from the adapter. The way I see it, that means there are at least 17 pins on the NES slot that can be eliminated (or routed/generated by the adapter)? If we disregard +5v and GND, you've got 53 pins that need to go to actual functional pins on the SNES, and the SNES has 62 pins, of which 6 pins are doing power or analog signals... So you need to fit 53 NES pins into 54 SNES pins... I think it works out? I'd be interested in hearing Kevin's opinion on the matter (as to if there are enough pins) regardless of if it's something he or Analogue would ever do. Like if he could definitively say "It's impossible, not enough SNt pins are programmable", then that'd end the debate right quick.
  9. The ColecoVision and the Sega SG-1000 are virtually identical, sharing the same CPU, the same VDP, and the same PSG chip.
  10. The GBA Consolizer, however, does not support Super Gameboy games/features. Not that they were used in any meaningful capacity in more than a handful of games.
  11. I meant the SPC, obviously, but I don't see an option to edit posts.
  12. Would it not be possible to add some mechanism by which the SD2SNES could signal to the SNT that it wants the SPC disabled? Or failing that, provide a manual option to disable the SNT?
  13. My understanding of Ikari's response is that the goal isn't to shut off the APU's audio output, but to stop it from communicating over the bus so that the simulated APU can pretend to be the real thing. Just turning off the audio channels would result in both APUs trying to use the bus at the same time. If a cartridge is able to do something that works on a real SNES, but not on the Super NT, that would seem to be a bug to me, because it's a way in which the Super NT is not accurately simulating a SNES. That said, it may be simpler to solve the problem by adding an option to the Super NT to disable the APU. Perhaps auto-detecting the SD2SNES so that the user doesn't have to manually change the setting.
  14. Do you necessarily need to? You can't buy the ARM7TDMI anymore, AFAIK, but the ARM9 is still readily available, so assuming the GBA's ARM7TDMI was bog standard, and that the ARM9's backwards compatibility is close enough, you could always put an actual CPU on the board and just use the FPGA for everything else.
  15. Right, but that's also a clue: they replaced the SNES30 with the new SN30, but they didn't replace the NES30 with anything. The N30 Pro replaces the NES30 Pro, rather than the quite different NES30. I suspect that there just wasn't much customer interest in something that was the shape of an NES controller but had ABXY and shoulder buttons. You don't get the nostalgia of an NES controller because it was too different, but you get all of the sharp-angled discomfort.
×
×
  • Create New...