Famicom World

Misc. => Other Gaming => Topic started by: L___E___T on September 10, 2012, 11:04:24 am

Title: SNES flashcarts
Post by: L___E___T on September 10, 2012, 11:04:24 am
I have a Super UFO but I'm ineterested in the SD2SNES flashcard - is that it that much better?  Does anyone know more about it?

http://www.retrocollect.com/News/feature-packed-sd2snes-flash-card-to-be-produced-by-everdrive-creator-krikzz.html

http://sd2snes.de/blog/status

Spoiler
Trenton I see you are in this thread, did you get one?  Is it worth the extra spend?
http://www.assemblergames.com/forums/showthread.php?37008-sd2snes-comming-soon
[close]

Thanks in advance to any helpful lurkers out there..
Title: Re: SNES flashcarts
Post by: JohnnyBlaze on September 10, 2012, 01:09:05 pm
Oh YES!

It's got constant support on the Assembler threads, Ikari is working on new chips as we speak and with the MSU-1, it's like having the SNES CD we should've gotten years ago.

I did a video series on it for Stone Age Gamer:

http://www.youtube.com/playlist?list=PL3BF85A0AF6B11DB2&feature=mh_lolz (http://www.youtube.com/playlist?list=PL3BF85A0AF6B11DB2&feature=mh_lolz)

The chips I showed are all that's supported for now. One thing that was added afterwards was the ability to play SPC music files.  I didn't know if many people would be interested, so I never did a video showing that.
Title: Re: SNES flashcarts
Post by: 2A03 on September 11, 2012, 10:56:02 am
Quote from: L___E___T on September 10, 2012, 11:04:24 am
I have a Super UFO but I'm ineterested in the SD2SNES flashcard - is that it that much better?

I'd say it beats the snot out of it considering it emulates most of the enhancement chips.
Title: Re: SNES flashcarts
Post by: L___E___T on September 11, 2012, 11:24:46 am

Thanks all for replying!   :bub:
This has been bothering me for a while, it seems a hard cart to find with a lot of confusion around it.  Where can I even get one from?



Yeah, but I had a look at the games that don't work with the SuperUFO and they're not all that...  Some of them like STarfox for example, you just plug a crt into the top of it so I figured I could pickup those gem games separatelky where they won't work via that method.

So all in, it seems these are the games it won't run:

Spoiler
Mega Man X2 / Rockman X2
Mega Man X3 / Rockman X3
Armored Trooper Votoms: The Battling Road
Bike Daisuki! Hashiriya Kon - Rider's Spirits
Final Stretch
Lock-On / Super Air Diver
Michael Andretti's Indy Car Challenge
Pilotwings
Shutokō Battle '94: Keichii Tsuchiya Drift King
Shutokō Battle 2: Drift King Keichii Tsuchiya & Masaaki Bandoh
Suzuka 8 Hours
Super Air Diver 2
Super Bases Loaded 2 / Super 3D Baseball
Super F1 Circus Gaiden
Super Mario Kart
Ace o Nerae! 3D Tennis
Ballz 3D
Dungeon Master
SD Gundam GX
Top Gear 3000
Metal Combat: Falcon's Revenge
Daisenryaku Expert WWII: War in Europe
Derby Jockey 2
Dragon Ball Z: Hyper Dimension
Habu Meijin no Omoshiro Shōgi
Itoi Shigesato no Bass Tsuri No. 1    SA1
J.League '96 Dream Stadium
Jikkyou Oshaberi Parodius
Jumpin' Derby
Kakinoki Shogi
Kirby Super Star
Kirby's Dream Land 3
Marvelous: Mouhitotsu no Takarajima
Masters New: Haruka Naru Augusta 3
PGA Tour '96
Super Robot Taisen Gaiden: Masō Kishin - The Lord Of Elemental
Mini 4WD Shining Scorpion Let's & Go!!
Pebble Beach no Hotou: New Tournament Edition
PGA European Tour
Power Rangers Zeo: Battle Racers
SD F-1 Grand Prix
SD Gundam G NEXT
Shin Shogi Club
Shogi Saikyou
Shogi Saikyou 2
Super Bomberman Panic Bomber World
Super Mario RPG: Legend of the Seven Stars
Star Ocean
Street Fighter Alpha 2 / Street Fighter Zero 2
Dai Kaiju Monogatari 2
Far East of Eden Zero
Momotaro Dentetsu Happy
Super Power League 4
F1 ROC II: Race of Champions / Exhaust Heat II
Hayazashi Nidan Morita Shogi
Hayazashi Nidan Morita Shogi 2
Star Fox / Starwing
Stunt Race FX / Wild Trax
Vortex
Dirt Racer
Dirt Trax FX
Super Mario World 2: Yoshi's Island
Doom
Winter Gold / FX Skiing
Star Fox 2
FX Fighter
Comanche
Powerslide
Super Mario FX (this never existed anyway, it's the codename for the chip)

Taken from here:
http://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips
[close]



Out of that list, the games that it won't run that are worth checking out / owning / playing are not too many I'd say.

I think I will try and get an SD2SNES SuFami style at some point, but they're quite expensive to say the least...


Taken from here:
http://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips
Title: Re: SNES flashcarts
Post by: 2A03 on September 11, 2012, 02:27:18 pm
Quote from: L___E___T on September 11, 2012, 11:24:46 am
This has been bothering me for a while, it seems a hard cart to find with a lot of confusion around it.  Where can I even get one from?

http://shop.retrogate.com/SD2SNES-SD2SNES.htm (http://shop.retrogate.com/SD2SNES-SD2SNES.htm)
http://stoneagegamer.com/sd2nses.aspx (http://stoneagegamer.com/sd2nses.aspx)
They're all sold out though.
Title: Re: SNES flashcarts
Post by: g_block on September 13, 2012, 09:09:40 am
http://www.retrousb.com/product_info.php?cPath=24&products_id=84

A fairly good option as well. Doesn't have the specialty chip support of a SD2SNES, but still a solid flashcart.
Title: Re: SNES flashcarts
Post by: L___E___T on September 13, 2012, 09:31:14 am
I disagree, it's very expensive and I basically have that already for under half the cost with the SuperUFO...
Title: Re: SNES flashcarts
Post by: manuel on September 14, 2012, 07:25:28 am
Quote from: L___E___T on September 13, 2012, 09:31:14 am
it's very expensive


That's what I mostly agree with. If it was cheaper I'd already have one, but the price tag's too damn high!  :coin: :coin: :coin: :coin: :coin:  :'(
Title: Re: SNES flashcarts
Post by: MarioMania on September 15, 2012, 01:11:36 pm
You get what you payed for
Title: Re: SNES flashcarts
Post by: L___E___T on September 15, 2012, 01:46:55 pm
Are there advantages to Compact Flash?
Title: Re: Re: SNES flashcarts
Post by: GohanX on September 16, 2012, 10:07:31 am
Compact flash cards are faster than SD, so theoretically a CF based cart should load a game faster. Most games only take a few seconds to load on my SD based Super everdrive anyway, so I don't really see it being relevant.
Title: Re: SNES flashcarts
Post by: L___E___T on September 16, 2012, 02:05:14 pm
That's what I wondered as well :)
Title: Re: SNES flashcarts
Post by: duo_r on June 02, 2013, 08:16:39 am
Sorry to bump an old thread. Is EVerdrive out of the question for SNES? I know it doesn't have the chip support of SS2SNES but for the price is it a good consideration?
Title: Re: SNES flashcarts
Post by: Jedi Master Baiter on January 14, 2015, 10:13:06 pm
So now I wanna buy a SNES flashcart thingy.

How does SD2SNES compare to EverDrive?

Do any support SuperFX chips?

Can I play WonderProject J on any of these?

How many pixels does Mario jump at full run? :mario:
Title: Re: SNES flashcarts
Post by: P on January 15, 2015, 06:27:10 am
Quote from: Jedi QuestMaster on January 14, 2015, 10:13:06 pm
How does SD2SNES compare to EverDrive?
Super Everdrive should play all games that doesn't use a co-processor I believe. There are only two "mappers" for SFC called HIROM and LOROM. I don't think it has support for Satellaview stuff either (there are many good download games for Satellaview memory carts). You can add a DSP-1 chip to it and it will be able to play DSP-1 games (Super Mario Kart, Pilotwings and many other great titles).

SD2SNES has much more ROM memory (but Super Everdive is big enough for all commercial games) and support for several co-processors http://sd2snes.de/blog/status including all DSP-chips, Cx-4 (Rockman X2 and 3), Satellaview and MSU1 (the one invented by Byuu, it's only supported by his emulator bsnes and SD2SNES AFAIK). It also has a real-time clock for Satellaview and the few games that uses it.

QuoteDo any support SuperFX chips?
No but I heard it's being worked on for SD2SNES, but who knows if they will be able to do it. For Super Everdrive it's probably impossible. Also none of them support the SA-1 co-processor (Super Mario RPG, Kirby games, Jikkyou Oshaberi Parodius among others).

QuoteCan I play WonderProject J on any of these?
Yes it doesn't have any on-board co-processors so both flashcarts should support it.

QuoteHow many pixels does Mario jump at full run?  :mario:
Depends on which game. :bub:
Title: Re: SNES flashcarts
Post by: MarioMania on January 21, 2015, 06:48:46 pm
I can still play Mega Man X2 & X3 with a Game Genie

I'm asumming it could run on the Super EverDrive
Title: Re: SNES flashcarts
Post by: muckyfingers on January 21, 2015, 08:32:48 pm
The Super Everdrive does support Game Genie codes, but it does not support Mega Man/Rockman X2/X3, since they use the special CX4 chip.
Title: Re: SNES flashcarts
Post by: Pikkon on January 21, 2015, 10:11:48 pm
Quote from: P on January 15, 2015, 06:27:10 am
I don't think it has support for Satellaview stuff either (there are many good download games for Satellaview memory carts).


Satellaview games do work on the super everdrive,theirs a set you can download that's patched to run on real hardware.
Title: Re: SNES flashcarts
Post by: P on January 22, 2015, 05:43:25 pm
Well if a game is hacked to work, of course it works.

The thing is SD2SNES can run any Satellaview game like on the real BS-X cart + memory cart if I understand it correctly. Of course some Satellaview games won't work because they only worked during the time they where broadcasted or during some kind of special event but there are also many downloadable games just like there are downloadable games for 3DS and Wii U, and they should work.
Title: Re: SNES flashcarts
Post by: L___E___T on January 23, 2015, 01:58:12 am
 
I still think it's all about that SD2SNES with the MSU-1 support.  You can get cheaper UFO cart options for half the price of the Super Everdrive, which doesn't have quite as good support but works decently well:
http://www.amazon.com/Saves-Backup-Cartridge-Adapter-Nintendo-Super/dp/B007O3MWVG

These will work on any Super Famicom / Super Nintendo system, the cart has notches to fit all systems.
Title: Re: SNES flashcarts
Post by: Jedi Master Baiter on February 24, 2015, 11:48:03 pm
So now I have the funds and I want to buy the Super EverDrive and find out everything's out of stock here: http://shop.retrogate.com/Super-EverDrive-v2-SED2.htm

Really fucking great. :upsetroll:

Any other sites besides Stone Age Gamer that carry these?

Edit: Okay, found it on Krikzz's site: http://store.krikzz.com/t/nintendo Woohoo! ;D
Title: Re: SNES flashcarts
Post by: L___E___T on February 25, 2015, 01:51:22 am
Are you sure I can't persuade you to upgrade to the SD2SNES?  SNES CD style playthroughs are only possible on that one, and I believe it does everything the Super Everdrive does too...
Title: Re: SNES flashcarts
Post by: Jedi Master Baiter on February 25, 2015, 09:40:06 pm
I barely had enough to buy the EverDrive; let alone $200 just to play Mega Man X2/3 (the only games I'm interested that were on the SD2SNES compatibility list). I'm not as into the SNES as NES, so it doesn't matter as much to me.

The main reason I did buy it is to play translated SFC titles... and Super Mario Kart.

Also, I already bought an EverDrive. Kinda late now.

What's SNES CD style playthroughs by the way?
Title: Re: SNES flashcarts
Post by: P on February 26, 2015, 09:03:43 am
Let is talking about the MSU-1 support (a home-made co-processor that only the SD2SNES has).

For example this arcade port is possible only because of it: https://www.youtube.com/watch?v=7YuWwoeAxCk
Title: Re: SNES flashcarts
Post by: HVC-Man on February 26, 2015, 10:10:05 am
Pretty sad to see Super UFO hate in here. It's an awesome flash cart because it can do something even the SD2SNES can't, dump ROM and SRAM data from SNES carts. Its only real limitation is the ROM dumping depends on a proper SNES header in the game. Also it can't seem to dump SRAM from SA1 games. Other than that, the Super UFO Pro 8 is a really useful flash cart, its dumping capability has been indispensable to me.

The SD2SNES would be the other king of flash carts if it could just add SuperFX and SA1 support. Right now its only truly useful feature is Cx4 support, because MegaMan fans are insane with their money.

Honestly, I don't understand the point of MSU-1. Have you ever read the specs of it? It's extremely wasteful and over the top. It's like a SNES fanboy had little man syndrome when he looked at the Sega CD. That's cool if you like it, but it's not a selling feature to me.
Title: Re: SNES flashcarts
Post by: L___E___T on February 26, 2015, 10:37:14 am
 
I have a SuperUFO myself, but it's temperamental and the short character count makes ROM browsing confusing.  I might start labeling games 1, 2, 3, 4 and so on and refer to a sheet.

I've never gotten the cart support to work - playing a Super FX game by plugging one in the top for example.  The save dumping is handy, but then if I have a cart with a save on I'm happy to just play that as well.

I really like the MSU-1 as a feature though, these consoles are old and squeezing out extra playability (even if unnecessary and over the top) is always worth a look, in my book.
Title: Re: SNES flashcarts
Post by: JessicaWolf on February 26, 2015, 10:49:16 am
Quote from: L___E___T on February 26, 2015, 10:37:14 am

I have a SuperUFO myself, but it's temperamental and the short character count makes ROM browsing confusing.  I might start labeling games 1, 2, 3, 4 and so on and refer to a sheet.



That's actually what I do with my Game Doctor SF7, because the file names are like SF24659.078 where you only get to chose the last three numbers of the file name.
Title: Re: SNES flashcarts
Post by: HVC-Man on February 26, 2015, 11:46:01 am
Quote from: L___E___T on February 26, 2015, 10:37:14 am

I have a SuperUFO myself, but it's temperamental and the short character count makes ROM browsing confusing.  I might start labeling games 1, 2, 3, 4 and so on and refer to a sheet.

I've never gotten the cart support to work - playing a Super FX game by plugging one in the top for example.  The save dumping is handy, but then if I have a cart with a save on I'm happy to just play that as well.

I really like the MSU-1 as a feature though, these consoles are old and squeezing out extra playability (even if unnecessary and over the top) is always worth a look, in my book.


The easy fix to the short filename issue is use truncated names. Use SMW, ALTTP and SuperSW for Super Mario World, Link to the Past and Super Star Wars and so on. The limit is 8 characters, you can uniquely name a lot of games with some effort. If you have too many games to do this with, then you have too many games loaded on your Super UFO. Slow down and play your games thoroughly.

The cart support thing is flat out lying, it doesn't work. The Super UFO is really just a copier in a flash cart casing. That's why it's so awesome and is a worthy cart to own.
Title: Re: SNES flashcarts
Post by: P on February 26, 2015, 12:09:59 pm
If it's just cart copier then I don't see the point with it. I would rather build or buy a kazoo.

The Super FX chip can't possibly be accessed through the cart pins so there's no way you could play Super FX ROMs on it by plugging a FX cart in it. The female cart port is probably just for dumping carts and for DSP games (try plug a DSP-1 game then see if you can load a Super Mario Kart ROM).

Quote from: HVC-Man on February 26, 2015, 10:10:05 am
Honestly, I don't understand the point of MSU-1. Have you ever read the specs of it? It's extremely wasteful and over the top. It's like a SNES fanboy had little man syndrome when he looked at the Sega CD. That's cool if you like it, but it's not a selling feature to me.
What do you mean wasteful? Waste of FPGA logic? I don't really think it's a selling point in it's own but I think it's a nice feature. I noticed that more and more MSU-1 hacks are being released so it looks promising.

QuoteThe SD2SNES would be the other king of flash carts if it could just add SuperFX and SA1 support. Right now its only truly useful feature is Cx4 support, because MegaMan fans are insane with their money.
You forgot Satellaview support! :)
But I agree that SuperFX and SA1 is really needed. Games that uses those co-processors are among the top ones.
Title: Re: SNES flashcarts
Post by: HVC-Man on February 26, 2015, 12:31:42 pm
Quote from: P on February 26, 2015, 12:09:59 pm
If it's just cart copier then I don't see the point with it. I would rather build or buy a kazoo.


The point is dumping ROM and SRAM is very useful. Perhaps the Super UFO's greatest feature is it can read the title of a loaded cart's SNES header. This is very useful for determining cart failure. If you plug a non-working game in a SNES, you get a black screen. With the Super UFO, you can see by what degree it's not working. If the header says the game's title, then it's probably just a dirty slot preventing the game from working. If the title is mangled then the connection is dirter, or rarely the PCB is damaged. If it says ///////////////////////// then the ROM chip itself is probably dead.

Quote from: P on February 26, 2015, 12:09:59 pm
The Super FX chip can't possibly be accessed through the cart pins so there's no way you could play Super FX ROMs on it by plugging a FX cart in it. The female cart port is probably just for dumping carts and for DSP games (try plug a DSP-1 game then see if you can load a Super Mario Kart ROM).


It doesn't work for DSP games either, I already tried. Super UFO is a copier, end of story. Again, it's useful in ways the Super Everdrive and SD2SNES can't do. Thus the Super UFO is not inferior, it's just different.

Quote from: P on February 26, 2015, 12:09:59 pm
What do you mean wasteful? Waste of FPGA logic? I don't really think it's a selling point in it's own but I think it's a nice feature. I noticed that more and more MSU-1 hacks are being released so it looks promising.


It's wasteful in its specs. Apparently it supports up to 4GB of mass storage to pull FMV and music from. When would that ever be useful? It's also nothing like the co-processors of the time, hell it doesn't even fit well with the SNES itself. I realize that MSU-1 is mostly an emulator toy for flights of fantasy and there's no reason to limit a fan co-processor, but it reeks of fanboyism and sour grapes. So just because the Genesis got a CD drive and the SNES didn't, someone decides to make an imaginary co-processor that has capabilities years (maybe decades) beyond the tech that was available during the SNES's retail life. I'm not a fan of it at all. I've never felt the SNES was inferior just because it didn't have the CD drive. Go play Star Ocean, that's all the MSU-1 you really need. It's an amazing game with just enough flair and fanciness to make the SNES look super powerful.

Quote from: P on February 26, 2015, 12:09:59 pmYou forgot Satellaview support! :)
But I agree that SuperFX and SA1 is really needed. Games that uses those co-processors are among the top ones.


I'm not aware of any worthwhile Satellaview games at the moment.

When people think awesome co-processor games, they go straight to SuperFX and SA1. Mario Kart is the only DSP game anybody likes today, Cx4 is good for only two games and the rest of the co-processors supported by the SD2SNES are very obscure or have next to no games. I still don't understand why SuperFX and SA1 haven't been supported yet. Are they too difficult to implement? If not, why not do them first?
Title: Re: SNES flashcarts
Post by: P on February 26, 2015, 03:08:12 pm
Quote from: HVC-Man on February 26, 2015, 12:31:42 pm
Quote from: P on February 26, 2015, 12:09:59 pm
If it's just cart copier then I don't see the point with it. I would rather build or buy a kazoo.


The point is dumping ROM and SRAM is very useful. Perhaps the Super UFO's greatest feature is it can read the title of a loaded cart's SNES header. This is very useful for determining cart failure. If you plug a non-working game in a SNES, you get a black screen. With the Super UFO, you can see by what degree it's not working. If the header says the game's title, then it's probably just a dirty slot preventing the game from working. If the title is mangled then the connection is dirter, or rarely the PCB is damaged. If it says ///////////////////////// then the ROM chip itself is probably dead.

Quote from: P on February 26, 2015, 12:09:59 pm
The Super FX chip can't possibly be accessed through the cart pins so there's no way you could play Super FX ROMs on it by plugging a FX cart in it. The female cart port is probably just for dumping carts and for DSP games (try plug a DSP-1 game then see if you can load a Super Mario Kart ROM).


It doesn't work for DSP games either, I already tried. Super UFO is a copier, end of story. Again, it's useful in ways the Super Everdrive and SD2SNES can't do. Thus the Super UFO is not inferior, it's just different.
So a half-assed flashcart which only strong point is that it also works as a copier? That certainly sounds inferior to both Super Everdrive and SD2SNES to me. A dumper is useful but as I said if I wanted a dumper I would get a kazoo which is cheaper and get an SD2SNES for it's compatibility. If you don't care about such things as compatibility maybe the UFO would be worth it though.

Quote
Quote from: P on February 26, 2015, 12:09:59 pm
What do you mean wasteful? Waste of FPGA logic? I don't really think it's a selling point in it's own but I think it's a nice feature. I noticed that more and more MSU-1 hacks are being released so it looks promising.


It's wasteful in its specs. Apparently it supports up to 4GB of mass storage to pull FMV and music from. When would that ever be useful?
It's needed to be able to play CD-quality sound and movies (how are you going to fit that into 6 MB memory that Star Ocean and Tales of Phantasia uses?). That's the whole point with the chip, you are either interested in it or not but I don't see how it's wasteful in any way.

QuoteWhen people think awesome co-processor games, they go straight to SuperFX and SA1. Mario Kart is the only DSP game anybody likes today, Cx4 is good for only two games and the rest of the co-processors supported by the SD2SNES are very obscure or have next to no games.
I don't agree with it but enough of that.

QuoteI still don't understand why SuperFX and SA1 haven't been supported yet. Are they too difficult to implement? If not, why not do them first?
Yes they are difficult to implement. If he started with it, it would maybe still not be done. SD2SNES is an open source project that anyone can contribute to. Ikari isn't making a profit of it as far as I know and only works on it in his free time, so it's fully understandable that it isn't done yet.
Title: Re: SNES flashcarts
Post by: HVC-Man on February 26, 2015, 04:36:59 pm
Quote from: P on February 26, 2015, 03:08:12 pmIt's needed to be able to play CD-quality sound and movies (how are you going to fit that into 6 MB memory that Star Ocean and Tales of Phantasia uses?). That's the whole point with the chip, you are either interested in it or not but I don't see how it's wasteful in any way.


Byuu could have just simulated a CD drive and allow up to 700MB of space. That is a much more realistic and appropriate sort of storage medium. Again, I realize there's no point here, but it's just my opinion. If you're going to make a replacement for the SNES CD, at least make the replacement function sort of like what was intended.
Title: Re: SNES flashcarts
Post by: P on February 27, 2015, 01:01:50 am
Well if modern technology allows it, I don't see why you shouldn't allow 4GB? Then it's up to the homebrewer how much of it he wants to use. It's not like it's more expensive to do or anything. Ikari would need that beefy FPGA he is using for retail co-processors like Super FX anyway.
Title: Re: SNES flashcarts
Post by: muckyfingers on February 27, 2015, 02:10:17 am
If you want a cheap way to play Mega Man X2 and X3 on a flash cart, there is always this one from RAM Factory

http://ramfactory.com/products.php?INVITENES&language=en_US&osCsid=09kd5q4ql56hikh8162747c1p7

A buddy of mine picked it up, it suffers from the 8 character limit and is a little funky to use. You have flash the rom you want to play, after which they stay on the flash, even after power off/on, until you flash another game. You can split the memory as well and have a couple of games ready to instant load, pretty useful I think.
Title: Re: SNES flashcarts
Post by: MarioMania on February 28, 2015, 12:46:41 pm
If you have the money just buy a SD2SNES Cart
Title: Re: SNES flashcarts
Post by: muckyfingers on February 28, 2015, 10:31:58 pm
Quote from: MarioMania on February 28, 2015, 12:46:41 pm
If you have the money just buy a SD2SNES Cart


QFT
Title: Re: SNES flashcarts
Post by: HVC-Man on March 01, 2015, 07:03:42 pm
It's tempting to collect all the SNES flash carts.

So far there's the Super Everdrive, Super PowerPak, Super UFO Pro 8, Invitesnes and SD2SNES.
Title: Re: SNES flashcarts
Post by: nerdynebraskan on March 01, 2015, 07:50:46 pm
Hell, I'd be ok with one that'll play 99% of the SNES library and can be bought for $100 or less. It doesn't seem like any of the options are up to that standard yet, though. (I'm really digging my Everdrive N8, and I'd like to get something similar for my other consoles.)
Title: Re: SNES flashcarts
Post by: muckyfingers on March 02, 2015, 11:33:44 am
Quote from: HVC-Man on March 01, 2015, 07:03:42 pm
It's tempting to collect all the SNES flash carts.

So far there's the Super Everdrive, Super PowerPak, Super UFO Pro 8, Invitesnes and SD2SNES.


Don't forget about the Mash-Mods flash cart (no longer available), Tototek Super Flash Cart 64m, the NEO SNES/SFC Myth Flash cart (I'm pretty sure was the first cart to be able to use SD cards).
Title: Re: SNES flashcarts
Post by: HVC-Man on March 04, 2015, 06:25:13 pm
Uhh yeah, haha... Kinda forgot about those ones. See what I mean though? There's a bunch of SNES flash carts available.
Title: Re: SNES flashcarts
Post by: Jedi Master Baiter on March 07, 2015, 09:19:46 pm
I wish I knew Krikzz was overseas. >:( Then I would've ordered it earlier. If it doesn't get here by my next paycheck, I might as well cancel my order and get an SD2SNES. ???


Right now my package is in Nashua, New Hampshire. Good stuff. :)

Post Merge: March 09, 2015, 07:14:57 pm

Yay! It came in today, it came in today! Now I can finally play Bishoujo Senshi Sailor Moon S - Jougai Rantou!? Shuyaku Soudatsusen Super Mario Kart.
Title: Re: SNES flashcarts
Post by: P on March 10, 2015, 07:52:30 am
Great! :) Be sure to tell us your impressions of the cart.
Title: Re: SNES flashcarts
Post by: Jedi Master Baiter on March 11, 2015, 08:06:43 am
Quote from: P on March 10, 2015, 07:52:30 am
Be sure to tell us your impressions of the cart.

Okay. :)

I was glad to see it came in a shell. (I don't remember if I paid more for this or not. ??? At first I thought this plastic shell looks like cheap plastic. But then I thought, whatever, at least it has a shell. Anyway, alls I had to do was dwonload the Super EverDrive BIOS from Krikzz's site and Banpresto! Bishoujo Senshi Sailor Moon S Fighting!
(http://a.deviantart.net/avatars/u/s/usagilaplz.gif?1) (By the way, that game is kinda hard. Seriously, the CPU deals damage like it's on liquidation.)

No having to patch ROMs (not sure if this is a thing for SNES flashcarts?) and the list of spec chip games looks miniscule, so I guess I can play about 90% of all SFC games?

Oh yeah, you need to go get the DSP-1 bin to play DSP-1 games. I assume Krizz can't have it on the site for copyright reason? Or is this totally legal to distribute?

The PAL / SFC shell still looks weird in an NTSC SNES, though. :(
Title: Re: SNES flashcarts
Post by: P on March 11, 2015, 10:56:40 am
Quote from: Jedi QuestMaster on March 11, 2015, 08:06:43 am

(http://a.deviantart.net/avatars/u/s/usagilaplz.gif?1) (By the way, that game is kinda hard. Seriously, the CPU deals damage like it's on liquidation.)
Yeah I played that game and it's crazy.

Quote
No having to patch ROMs (not sure if this is a thing for SNES flashcarts?) and the list of spec chip games looks miniscule, so I guess I can play about 90% of all SFC games?
Not sure why you would need to patch games? It already has all the hardware necessary for any normal game. The Famicom Everdrive doesn't need patching either. Yeah maybe as much as 90% but there are lot's of great games that uses co-processors. To bad many of them are either Super FX or SA1. :(

Quote
Oh yeah, you need to go get the DSP-1 bin to play DSP-1 games. I assume Krizz can't have it on the site for copyright reason? Or is this totally legal to distribute?
Yeah copyright problems. CX4 however is so trivial so Ikari includes it in the SD2SNES OS.

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The PAL / SFC shell still looks weird in an NTSC SNES, though. :(
But at least not as bad as a NTSC SNES shell looks in a PAL SNES or SFC I guess.
Title: Re: SNES flashcarts
Post by: Jedi Master Baiter on March 11, 2015, 08:11:30 pm
Quote from: P on March 11, 2015, 10:56:40 am
Not sure why you would need to patch games? It already has all the hardware necessary for any normal game. The Famicom Everdrive doesn't need patching either.

Must be a GBA thing then? ??? At least for the EZ Flash.
Title: Re: SNES flashcarts
Post by: L___E___T on March 12, 2015, 02:28:47 am
Some games need headers removing / correcting and I've found some GBAS games with really awful intros in them from whoever dumped it.  Nastings.
Title: Re: SNES flashcarts
Post by: P on March 13, 2015, 06:39:48 am
If the official Nintendo header needs to be fixed the ROM is probably either been messed with, have become corrupted or was bad to begin with. If it has one of those useless headers that SNES copiers are adding to SFC ROMs it might need to be removed though (depends on if Super Everdrive is designed to detect it or not).

But I would hate to have to apply patches that I'm not entirely sure in what way they are messing with the games. Once you have loaded up a ROM from the Everdrive menu into the ROM memory the cartridge essentially acts like a real Famicom cart so any patching would be unnecessary (unless it's a VS System patch or whatever).
Title: Re: SNES flashcarts
Post by: L___E___T on March 13, 2015, 06:45:49 am
The only games I've found not to work on my Famicom Everdrive are those already known to be incompatible (Startropics, Super Mario World etc.).
Title: Re: SNES flashcarts
Post by: P on March 13, 2015, 11:06:39 am
Yeah and Famicom games doesn't have an internal header (I think Nintendo started using headers with Game Boy games). Famicom ROMs have the "iNES header" added by the dumper, which is designed for emulators (and the Everdrive) and contains information of how big the ROMs are and if the game is using battery backed SRAM or not and so on. This header must be intact or the game won't run on the Everdrive.