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 Post subject: SD2SNES PRO flashcart
PostPosted: Sun Feb 24, 2019 1:41 pm 

Joined: Sun Nov 23, 2014 12:16 pm
Posts: 284
I recently heard about this. Seems really cool that they keep on advancing the hardware.

PostPosted: Sun Feb 24, 2019 2:12 pm 
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Joined: Fri May 08, 2015 7:17 pm
Posts: 2465
Location: DIGDUG
From krikzz...


MicroSD/SDHC/SDXC support (tested up to 200GB; no exFAT support so SDXC cards must be reformatted using FAT32)
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.
Enhancement chip support (see below for implementation status)
MSU-1 can be used in conjunction with all enhancement chips
SuperCIC key (SNES CIC clone):
-enables operation on unmodified consoles of all regions
-supports software 50/60Hz switching on SuperCIC enhanced consoles only
Auto region patching
Hi quality 4-layers PCB

BS-X memory map / Satellaview base unit registers (clock)
GSU (Super FX)


I'm not sure if any games are incompatible. Probably very few.

Note, from Stone Age Gamer...
"We only have a limited amount"

_________________ -- blog/tutorial on programming for the NES

PostPosted: Sun Feb 24, 2019 2:57 pm 

Joined: Wed Jul 09, 2008 8:46 pm
Posts: 256
I'm having problems posting a comment on the SD2SNES blog, so I'll post my questions here...

I have a few questions about the SD2SNES Pro. At the cost of savestate support, would it be possible to switch back to the SNES's own SPC700 soundchip if I did not want to use the APU from the cartridge itself?

Plus, would it technically be possible to have two SPC700s (with one acting as an expansion chip) by combining both the usage of both the cartridge's and the SNES's APUs (again, it would have no savestate support)?

PostPosted: Sun Feb 24, 2019 3:19 pm 

Joined: Tue Oct 24, 2017 11:07 pm
Posts: 25
Unless you want to use save states instead of practicing the game you're playing, this doesn't seem like a good upgrade (I think Ikari even mentioned that it was mainly done because the FPGA in the original model got EoL'd). That being said, if you don't already have an SD2SNES and don't care about save states now's a great time to get one for a good discount while sellers are clearing out stock for the Pro models.

PostPosted: Sun Feb 24, 2019 3:32 pm 

Joined: Fri Jul 04, 2014 9:31 pm
Posts: 1022
The original FPGA wasn't strong enough to combine RedGuy's SA-1 with the MSU1. From the sound of it, this one is.

If I ever got around to making the Super Accelerator F-Zero game I've talked about (I won't), that combination would come in handy.

I don't know why you'd ever want to replace the music in Super Mario RPG. Except the battle music. The battle music kinda sucked.

[EDIT: According to this video, the new FPGA does indeed allow SA-1+MSU1. Works out of the box, according to ikari. ST-011 in future plans, possible Super Game Boy (blue sky). Still no ST-018.]

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