DarkkOne
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Everything posted by DarkkOne
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It's read-only, so there's no current capability to write the save back.
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I like collecting the games, but then using the SD2SNES to play them so that I'm never worried about a battery failure losing me a game in-progress. At least for any games with SRAM. I'd still kill for a feature that backed up SRAM to/from your cartridge.
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If I recall at some point Kevtris said it was just a text file containing RGB values in sequence. Or maybe they were BGR, I can't remember. And then named whatever.pattern
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Also note - I wish you could force an SRAM write just by hitting the "Reset" shortcut. It reminds me of the "Hold reset while you turn the power off" old advice games gave you, and it also just feels quicker / more streamlined than pressing a combo to go into a menu, then hitting the right button in response to the prompt.
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I used the back button. "Back" shouldn't take you back to the system menu if it's going to cause problems like that, though. It's still a bug, or at least an issue that needs to be resolved. If it happens on the NT Mini as well, it should also be resolved there. Being locked out of having your games save is bad, as well as menu buttons ceasing to function.
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The Jailbreak firmware still has some problematic behavior in going into and out of menus. If you go back to the filebrowser, then back to the system menus, then back to the game, then pressing your "menu" shortcut no longer takes you to the filebrowser. And if you go to "Browse SD Card" in the menus, you don't get an SRAM save dialogue box, nor can you leave the file browser directly to the game anymore, you must first go back into the SNT menus. Select just does nothing at that point. So, while saving may be fixed, being able to save is inconsistent because if you go to the SNT menus, you can accidentally lock yourself out of it, it seems. (I've posted this as an issue at the Github already, as it was a problem with the earlier version, this is mostly a warning to people using it that this can happen, so avoid going back and forth between file browser and SNT menus.)
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Yes, but the latest version may change. We had several versions between the last JB and this one. So in a week, official is up to 4.8, if the JB hasn't updated yet, if Bob comes along to get the jailbreak, they won't know which version it's based on.
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I really wish they'd state which version of the Official Firmware it was based on, so we knew which fixes were / weren't in it. I mean, often enough we'll be able to figure out - "Is cheat codes present?" and such. But in the future, it may be less obvious if there aren't feature differences to spot.
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Yeah, I know it's not common to all of them. I don't know if it's a slight variance in my SD2SNES or my Super NT. Since it seems to work on normal SNES hardware, probably my Super NT. The Super NT works with everything else. I wish there was a way to determine if it was major enough to warrant going through an attempt at getting it replaced, or if it was just a minor annoyance I should shrug and accept.
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With my SD2SNES I need to power the Super NT on, then off, then on again to get the SD2SNES to boot on it. It works fine on my regular SNES. I'm using the official power supply.
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The best ones are usually just actual instruments, or much better synthetic ones, playing the same notes, in my opinion. Many of them, unfortunately, are a collection of OCRemix tracks or similar that just don't quite end up working out.
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I guess part of it is that I started gaming back before games really had music at all. And while I love the SNES sound hardware and the system's 'sound,' some games also benefit from higher quality stuff. Super Metroid, I'm uncertain about. I've listened a little, and I feel like it could really improve the atmosphere. Link to the Past, to me, really benefits from having music with a much larger 'presence' for lack of a better word. The brass in particular tends to sound really artificial to me on the SNES, and having the MSU music just makes things feel more grand. Meanwhile, I don't think I'd ever touch an MSU version of Final Fantasy 3/6. The music there, to me, feels 'just right' in its original form.
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There are a lot of good MSU-1 hacks that don't add FMV (or add FMV from official other releases of the game), but include some pretty nice PCM music. Especially the ones that make use of actual re-orchestrations of the original songs. There's also Super Road Blaster, which is pretty impressive homebrew. There's definitely something interesting about playing that on an original SNES attached to a CRT. And I think using for music doesn't seem terribly out of place on an SNES or anything. I mean, realistically speaking, this is basically nearly what we'd have if the Playstation had ever come out as a disc extension to the SNES.
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Most 10-15 year "lifetimes" for flash assume it's in read/write use. Assuming the Super NT only writes to it when you actually choose "save settings" or upgrade firmwares, the lifetime is likely to be considerably longer than the "average." Also, whether it has wear leveling or not. Most modern flash does, but embedded flash certainly may not. The 10 year average is often based on an arbitrary number like 100,000 write cycles (which is per sector, so if you're only using 10% of your storage capacity, and it's wear leveled, you're not likely to see data loss for a LOT longer than 100,000 writes). Flash is actually a pretty decent storage for read-only uses. As long as it's kept in a good environment, and not written to often, it'll last quite a long time.
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Cartridge audio really shouldn't affect things unless you're playing an MSU-1 game or a Super Gameboy. It certainly isn't the problem, though it may offer a clue as to what the real problem is. Because I have the same problem with the NT Mini as well.
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It's not clipping, it's utter silence. But yes, the -3db option does nothing to this problem. Just double-checked to verify.
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I have a similar situation (Super NT -> HDMI -> TV -> optical SPDIF -> Soundbar) and while sound from the TV is fine, from the soundbar it has issues (random bits of silence). Everything else on it (Xbox one, a couple different PCs, the TV's own sound output) has been no problem going through the TV to the soundbar, but the NT Mini and Super NT have interruptions of silence, so something unique to the Analogue devices seems to not work well with this sort of setup, for me.
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I've said it like four times in this thread - no overscan, my TV has a 1:1 mode that I use. I think the sharpness may come from indicating IT content, which on some TVs changes how it displays content in other ways than just removing overscan.
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it may be placebo, but I would swear the Super NT now looks sharper in both 720p and 1080p modes on my TV. Perhaps some TVs also disable some post-processing with it that can't otherwise be disabled.
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For me, the biggest real difference is the latency. Like.. yeah, it looks sharper, but I don't mind the horrible composite appearance just because that's what I grew up with. But composite into an HDTV often results in far more latency than a digital signal, it seems.
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Not an issue here. I have it in the appropriate mode. What I'm talking about is postprocessing filtering. If you input 720p into a 1080p screen, or 1080p into a 4k screen, both are upscaling. Instead of using nearest neighbor, they tend to use algorithms that introduce a little bit of softness in their upscaling. For video this is typically seen as improving the image, because nearest neighbor tends to be ugly. For content that's meant to maintain sharpness, this unfortunately loses a tiny bit of sharpness. 1080p->4k doesn't lose much. 720p->1080p loses more. Unfortunately, despite it being an integer multiple, 720p->4k often loses a lot of sharpness because of the filtering. I've never yet seen a TV that allows you to set it to use nearest neighbor scaling for its upscaling, though there's no reason why they'd be impossible or anything. But yeah, 720p upscaled to 4k is typically going to soften the image noticeably.
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I have a 4K TV. In 720p it's noticeably less sharp than in 1080p. Even though it's a integer upscale, most TVs don't do nearest neighbor scaling, they apply some filtering, because the vast majority of content doesn't benefit from sharp pixels. I definitely still use 1080p mode.
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If you want to "get an idea" you can shrink *down* either from 720p or 1080p and see what it looks like at non-integer values.
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The SNES doesn't actually fill the full 720 pixels typically, because most (all?) games are actually a little letterboxed, if I recall. So I can understand a desire to set it a little higher than 720 height, though at that point you may as well just use 1080p, because either way you're going to want interpolation.
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I think as CRTs become harder to acquire, and fail more, the speedrunning community will probably move to something like the Super NT. They'll certainly come up with a solution for the frame rate issue. Emulation was originally largely banned because of inaccuracies, but in many cases now it's banned because of the ease of generating tool-assisted runs, or splicing multiple segments into a single segment in the emulator, so that the recording itself is unedited. It'd be fairly simple to either just throw math at the resulting time or use the frame count on the video (since the number of frames rendered in zero latency mode is exactly the same, they're just rendered very slightly slower) instead of a clock time which is the only way to get extremely accurate run times anyway. The speedrunning community may seem built around a lot of rules and such, but they're also pretty flexible at times as well. For example, recently, in Bioshock there was an early part of the game where something had a 5% chance of happening. If you didn't get it to happen, you had to start over. So that meant starting over an average of 19 times for every 1 run you actually continued with. They decided as a community it'd be valid to create a mod to guarantee that event happens because it's not the type of RNG where there are backup strats, alternatives, or anything. It's just a grind you repeat until you have a lone run you play through for timing. The mod ensures that the actual *run* happens, even though it's technically "cheating." If they're willing to allow something like that, something like the Super NT is probably going to happen in time, as hardware failures and CRT costs threaten the ability for the community to grow or even maintain.
