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Videodr0me

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  1. Thanks to @magnusfalkirk for the great find! How did you find that? Or is it a new scan that just popped up in the last couple of weeks? Thanks also to @Keatah for his efforts to get the final pages of the instructions - hope you get it done soon!
  2. I was under the impression that on-line systems merged with sierra software early on, but maybe that was not the case?
  3. Its the same Sierra that later became the Sierra we all know. Its just one of their earliest forgotten games. It is only preserved in the compilation I mentioned as a crack that is rumoured not to work properly and without instructions. There exists no working preserved original version. The only known flux scan in A2R format is non-bootable and defect. Its one of those games we will probably never be able to play again. Unless somebody digs up the manual and/or the original disk....
  4. I am looking for the instruction manual for Space Adventure by Alick Dziabezcenko (early Sierra title). The game is only preserved on a compilation disk (Apple II Compilation #13) and is one of the more intruiging apple 2 games. Unfortunately it can only be played properly with instructions as the board computers commands can otherweise only be guessed. Any pointers to a pdf scan or instuctions in any form are welcome.
  5. I actually think that the Fenrir has the most potential (over the MODE, RHEA/PHOEBE and the Satiator). Currently features (especially multi-disc swap) are lacking, but the firmware is in its infacy. The reason why i think that the Fenrir might become superior to the other solutions in the future is its inbuild WLAN. Currently its not used by the firmware but when enabled it will allow to swap-disc remotely and even copying files to the sd card over WLAN. Lets hope that feature materializes soon, then i think its a no-brainer.
  6. Samurai Showdown I did not try. Samurai Spirits crashes on all JP versions I could find even on an sd2nes, but will try to locate a real cart. Accele Brid does crash often but not always, could you retry a couple of times on your sd2nes (we only tried it once on the sd2nes and it crashed but much later). Pac-Man is ok then, good that you checked.
  7. I strongly disagree for a number of reasons: a) first even if he can only provide a solution on the level of the OSSC - and there should be no obvious reason why he can't - it would be a great plus. It should be optional, of course and not the default. I can't imagine anybody objecting such an option, even if it only works on "some" tvs. Nobody is forced to use it b) I strongly believe (having done some work on designing scalers myself) that kevtris can do a much better job than the OSSC as he has direct access to the snes output and much more command of the interlocking timing, He might need some amount of buffered lines in SNES resolution, but as his fully buffered mode shows he should have ample of ram to do that. c) I reckon that it might not be his first priority after launch, but as a converter to analog is planned, he is probably going to revisit his HDMI output formats anyhow. His engineering pride should propel him towards offering something which is at least on par with OSSC - maybe not now but in the not so far away future. And do not get me wrong: I mostly love the Super NT - and expect the firmwares to get better over time.
  8. So, this means that - and please correct me if i am wrong, as there are probably a myriad of things i am simplifying away: a) the SNES is always run at original clock speed in non-zero delay modes b) Even In zero delay mode the SNES is still running at original clock, but is stopped for a number of cycles after each scanline in order for the hdmi readout of that line to catch up. but does that not lead to problems if for example a sound sample is playing and ending right before the clock is stopped, couldnt this (very small) delay lead to discontinuities (clicks, popps)? Does this have something to do with the "Earthworm Jim (PAL)" audio problems in zero-delay mode? I am an advocate for a special 60.09 mode - and I believe (from my own testing) that your worries about hitting that 148.5 Mhz exactly are maybe a little to strict. And even with a 148.5 Mhz Master HDMI Clock there are ways to get to that 60.09 (or even to the the exact frequency). Just some ideas, you probably already thought about: 1) Use an integer multiplier of 7 * 21,47 =~150,29 HDMI Clock - I beleive that 90%+ of TVs would handle that. 2) Keep the 148.5Mhz HDMI clock, but shorten each frame by two or three lines of vsync (in the frame sent over hdmi, not in the snes) and/or adjust hsync a little. With a little linear programming one should be able to find a combination that hits 60.09 and is still TV compatible 3) Do not use cycle stealing, but just change the 21,47 clock to run at 148,5 / 7 = ~21,214.(If all fails and we must live with 60.00Hz - at least this would prevent cycle stealing) 4) use any of the tricks above in combination to get closer to 60,09, in order to reduce cylce stealing (if it cannot be avoided altogether) In all cases such options should come with a disclaimer and a hot-key on boot-up to restore "normal" hdmi behavior. I find the Super NT such a great system almost living up to all the claims made by analogue, but without a tearing and frame drop free hdmi mode at original speed it is not really 100%. But i am pretty optimistic that a way will be found and implemented via firmware update, if not now maybe after the dust has settled a bit. Apart from that I found the following incompabilities: - JP Samurai Spirits crashes after the initial Logo, sometimes the cherry-blossom animation runs for half a second before the screen blanks. - JP Accele Brid crashes during gameplay - music continues playing but game freezes. - JP Bakukyuu Renpatsu!! Super B-Damon lets you only use hotkeys during fades to black. As these become very seldom in game, hot-keys cease to work for long periods of time - JP Zootoo Mahjong (my favourite Mahjong) no hot-keys at all - Pac-Man (A&S NES Hack) graphics corruption
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