Status

Features:

  • SD/SDHC/SDXC support (tested up to 64GB; no exFAT support so SDXC cards must be reformatted using FAT32)
  • High quality push-push memory card slot
  • Fast ROM loading (~9MB/s)
  • Fast menu navigation
  • Directories are sorted automatically, no need for FAT sorting tools
  • High resolution menu (512×224) for adequate display of long file names
  • Real Time Clock
  • Supports ROM size up to 128MBit (96Mbit actually implemented)
  • Automatic near-time SRAM saving to SD Card (while the game runs). Some limitations apply:
    • near-time saving is switched to periodic saving when a game is found to use the SRAM as work RAM.
    • Automatic saving is disabled when MSU1 is used. SRAM is saved on reset.
  • Enhancement chip support (see below for implementation status)
  • SuperCIC key (SNES CIC clone):
    • enables operation on unmodified consoles of all regions
    • supports software 50/60Hz switching on SuperCIC enhanced consoles only (to be performed by sd2snes firmware, not yet implemented there)
  • Auto region patching: eliminates “This Game Pak is not designed…” messages regardless of 50/60Hz setting

Enhancement chips

Each supported enhancement chip can be used in conjunction with MSU1.

Implemented:

  • BS-X memory map / Satellaview base unit registers (clock)
  • DSP1 / 1b
  • DSP2
  • DSP3
  • DSP4
  • ST-010
  • Cx4
  • MSU1
  • S-RTC

Work in progress

  • GSU-1/2 (SuperFX)

To Do:

  • Action Replay/Game Genie code support
  • SPC7110 – with the Far East of Eden Zero translation patch in the works it would be a shame not to support it. :)
  • S-DD1
  • ??? (you name it)

To be determined:

  • SA1

Unlikely:

  • ST-011
    • requires 54kB of Block RAM; the FPGA only provides 36kB of Block RAM.
  • ST-018
    • yet unknown architecture but probably more powerful than the ST-011.
  • OBC-1
    • Simple bit-manipulating chip as OAM accelerator for one game. Implementation is almost a no-brainer but I’m not interested right now. ;)

Demo

MSU1 (audio)

Sorry, my playing is really crappy, I was playing one-handed since I had to hold the camera. ;)

MSU1 (data+audio)

Here the MSU1 data extension is used to stream uncompressed video data to VRAM+CGRAM. Simultaneously the MSU1 audio extension is used to play back the audio stream.

DSP1-4, ST-010


Cx4

The Cx4 core currently runs at 24MHz instead of 20MHz.

30 Responses to “Status”

  1. communication port for the new bs-x soundlink support, or a possible x-band solution.
    or an overclocking function for the super fx games (starfox is running quit slow) if possible
    super gameboy emulation – but this is way to hard and not really interesting
    sufami turbo emulation
    what is with slotted bs-x cartridges – are they supported to?
    and what is with the same game cartridges (sd gundam g-next)
    emulation of the nintendo super system in some way

    aaaaand you forgot the CIC-chip above ;)

    • uh… thanks for all the suggestions :) I added the SuperCIC above for now.
      Once the SuperFX is implemented and runs, it will probably be too fast anyway – the hardware can access memory much faster so I will have to slow it down artificially afterwards.
      Also a 48MHz mode MIGHT be possible but that’s highly speculative at this point.
      Slotted BS-X cartridges (other than the BS-X BIOS) are not yet supported, mainly because you can’t specify a 2nd file to load at the moment. Same with the Sufami Turbo. The memory maps are trivial.
      The other stuff… maybe, someday…

    • Would it be possible to make the clock speed of the Super FX chip software selectable? 48 MHz seems way too fast, but we all know the cart default 21.4 MHz is pretty slow.

      Lets say I use the cart to force a PAL game such as Super Metroid to 60hz. Is the cart capable of somehow pretending the SNES is running at 50hz so you don’t get some the game cannot be played screen after a 50hz check?

    • I still don’t know how fast I can really go with the SuperFX. If some sort of high-speed mode is implemented it will be optional, of course. In that case the selectable speeds will most likely be the SNES master clock, and 96/n (n=2?,3,4) MHz.
      Regarding the region check, I have an idea for that but I didn’t test it out yet. It will involve overriding the data bus when register $213f is read.

    • I doubt this is possible given whats already written here, but would there be any chance you could continually change the speed of the Super FX chip in game so you have a constant 25 or so fps?

    • That is pretty much impossible because the core would need to have a high-level awareness of the code it is running and when it has finished a “frame”.
      On top of that I *think* Starfox maxes out at around 20fps anyway, the game simply doesn’t try to render more frames.

  2. these chips wont work ever, I think:
    ST011
    ST018
    SPC7110
    OBC-1

    • That is probably true. Well, OBC-1 isn’t that hard but I’m not really interested. ;)

    • can you explain technically why it would never work? im highly interested :D (if its not to much work for you)

    • and sorry for over 9000 comments – but it would be quit cool if you explain why it would never work and write it down on that list above – to avoid stupid questions like mine ;D

    • And done.
      I’ll probably clean up the comments a bit from time to time if they become obsolete. ;)

  3. The support of the SA-1 would be possible?

  4. I see that the size limit is 120 Mbit. Does that mean that it can run the hacked version of star ocean?
    Thank you

  5. I’m surprised at how fast you are making progress! Again, thanks for keeping us updated on this incredible project!

  6. Hello
    Just a little word to congrats your work.
    We are xwaiting for the release of this beautiful piece of work !

    A snes player from France.

  7. SuperFX is going to be supported? Will it be possible to set the clock rate of the SuperFX chip? It would be nice to have two modes: classic and enhanced. The classic mode would be for a “warts and all” reproduction of the original hardware, whereas the enhanced mode would run at the highest clock rate that gives the smoothest frame rates.

    Also, is there ever going to be a commercial release? Most people won’t be able to create their own copy, but they would be willing to buy a copy of the cart.

  8. SA-1 chip (because of “Street Fighter Alpha”) and Super-FX (“Star Fox”) would be fantastic when they work with the SD2SNES.

    Some other special-chips, which are only in some rare Games that only came out in Japan, are also interesting but not so important at the moment, i think.

    Would it be possible in any way, to integrate a NTSC/PAL switch in the SD2SNES, which gives the possibility to change the console between 60Hz and 50Hz before starting a game, or while a game runs? Something that makes a “Switchless Mod” redundant? Is this technically possible or not?

  9. Is the SD2SNES available in a “Deluxe-Version” where it is integrated in a case? This would be very good, that nothing could be damaged and also would look better.

  10. so if i have it richt the msu chip is simmilar to the powerpak except that it can replicate more chips, it supports external audio at 100% cd quality,and it has 4gb of ram for movies/animations,so there,s no need of a commplicated mapper to splite 4gb of data into sections of 4mb.
    it,s pretty niice that even the super fx1,2 will be replicated but i really really wish that also the st018 will be replicated becouse it,s a 21mz 32bit processor,so once replicated it will open new way’s for homebrewers to create some interresting 32bit games,like an improved version of snes doom,cuzz the official snes version sucked in many way’s,but also virtual fichter and powerslide cut be remade in 32bit form like the pc and 3do versions etc,,etc,,,
    will external sound support is nice, it would be fair to just use the snes soundchip cuzz the snes itself can do near cd quality with no audible difference compared with cd.(unless it takes too much bandwitch for other stuff).
    trough it,s still optional,but not many peoplles were aware of the fact that the snes can stream true 16bit stereo audio at 32khz all without adpcm compression,but sadly no commercial game had ever made of of it duo space costs,untill now!!!
    also i tout i readed it has an 200mhz chip inside to replicate most chips if so,i hope that it is also updateble sothat in tthe future more chips can be replacated but only time will tell!!!

  11. I guess the DSP support is thanks to Dr Decap? Were the other chips decapped too or are they approximations?

    It’d be great to see current progress on super fx too ^_^

    Can’t wait for this thing!

  12. SA-1 (for super mario rpg) and SDD-1 (Street fighter alpha and star ocean) Would be fantastic if its not hard to implement

  13. The SPC7110 will be a must when the Far East of Eden Zero translations are done!

  14. Hello there, I wonder if the star ocean’s hack will work on SD2snes?

    Star Ocean no S-DD1/96Mbit hack

  15. Yes, I would like to know if a compatibility list will be released after completion? Though the cart can do most of the important chips, if games such as “Kirby Super Star” and “Super Mario RPG” don’t work then I really don’t see the need to buy. If it were games I didn’t care about (Combat Basketball comes to mind) then it wouldn’t be an issue.

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