Super Everdrive -best prices?

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Super Everdrive -best prices?
by on (#118821)
Wanting to get a flash cart to test some things on actual SNES hardware and without the funds for SD2SNES, I figured getting a deal on SUPER UFO PRO 8 would be a good compromise. It doesnt have any of the special chip support, other than DSP1 when a game with that chip is attached on top. Does it have a place on the board to solder in this chip? Does anyone have this cart, and could take a picture of the PCB?
Re: Super UFO pro 8 (flash Cart) - DSP1 add-on support
by on (#118823)
I'm assuming you mean the SD version, you're better off getting a Super Everdrive. The Super UFO has compatibility problems with games that have copy protection like Super Ghouls and Ghosts and Super Street Fighter II for example (sprite glitching). Also it only supports up 4MB (32mb) games.

The SD version does not have a spot for a DSP chip, the old floppy version of the Super UFO Pro 8 does have a spot for the DSP chip to be installed internally.

Here are some pics of the SD version.

Image

Image
Re: Super UFO pro 8 (flash Cart) - DSP1 add-on support
by on (#118828)
Super Everdrive may be the route to go it seems...

for the US costwise I've seen
Super UFO Pro 8 (SD card ver) for about $50 on Amazon

$79 Seems to be the cheapest I see for the Super Everdrive. Has anyone else found it cheaper?
Re: Super Everdrive -best prices?
by on (#118999)
Buy the Super Everdrive from the guy that created it. http://shop.retrogate.com/
Re: Super UFO pro 8 (flash Cart) - DSP1 add-on support
by on (#119006)
muckyfingers wrote:
The Super UFO has compatibility problems with games that have copy protection like Super Ghouls and Ghosts and Super Street Fighter II for example (sprite glitching).


I'm not sure either of those games actually have copy protections in place. And glitching sprites is not a symptom of any known copy protection in SNES games that I've ever heard of. Most SNES copy protection is based on detecting how much SRAM is available on the cartridge. Only two games I know of used a different form of protection. Demon's Crest and Mega Man X. None of these games are unplayable on the Super UFO, but they may need patches.

I'd advise if you want a Flash Cart to store hundreds of games on a memory card then you should buy either EverDrive or PowerPAK but definitely skip the UFO. While it is cheap and works, the other two are far superior and better products.
Re: Super UFO pro 8 (flash Cart) - DSP1 add-on support
by on (#119010)
MottZilla wrote:
you should buy either EverDrive or PowerPAK

I hope you left the SD2SNES out only because of how much it costs!
Re: Super UFO pro 8 (flash Cart) - DSP1 add-on support
by on (#119011)
MottZilla wrote:
muckyfingers wrote:
The Super UFO has compatibility problems with games that have copy protection like Super Ghouls and Ghosts and Super Street Fighter II for example (sprite glitching).


I'm not sure either of those games actually have copy protections in place. And glitching sprites is not a symptom of any known copy protection in SNES games that I've ever heard of. Most SNES copy protection is based on detecting how much SRAM is available on the cartridge. Only two games I know of used a different form of protection. Demon's Crest and Mega Man X. None of these games are unplayable on the Super UFO, but they may need patches.

I'd advise if you want a Flash Cart to store hundreds of games on a memory card then you should buy either EverDrive or PowerPAK but definitely skip the UFO. While it is cheap and works, the other two are far superior and better products.



I'm not sure either, but those games have the same sprite glitch issue with the SNES Mini's as well. Someone with various SNES systems tested the actual cartridges and came across the issue depending on the CIC revision used in the system. He tested the SD UFO and it had the issue with all but 1 system I believe.
Re: Super Everdrive -best prices?
by on (#119020)
Doesn't Super Street Fighter II rely on some weird mirroring? The game was 20 Mbit, and the last 4 Mbit had to be mirrored 3 times. Or maybe that was some other game in the Street Fighter II series. Not sure if you could call that copy protection, though - it's just how they made the game.

I'm not aware of anything special done by Super Ghouls and Ghosts. Are you sure that the ROM is good?
Re: Super Everdrive -best prices?
by on (#119023)
I thought SFII Turbo was the 20 Mbit one and Super SFII (the one I own) was the 32 Mbit one.
Re: Super Everdrive -best prices?
by on (#119028)
Yes I left out SD2SNES because he seems concerned about cost.

Tepples is correct, SF2 Turbo is 20 megabits which is slightly odd. SSF2 is a regular 32 megabit game, nothing special. Neither game has protections. Pretty sure Super GnG doesn't have anything either. If the games don't work on the UFO, then the rom is bad or it's emulation of the cartridge map is wrong.

Update: Apparently UCON64 thinks SSF2 has protection to be cracked. But Super GnG didn't result in anything.
Re: Super Everdrive -best prices?
by on (#119035)
Thank you all, Super Everdrive appears to be best for my purposes, due to the cost of SD2SNES and the current lack of Super FX chip which may or may not be implemented on that device. I believe I will order the Super Everdrive tonight from retrogate
Re: Super Everdrive -best prices?
by on (#119683)
I'm probably too late but Super Street Fighter 2 Turbo has been patched to fix the garbled sprites, you can find the patched version here:

https://www.theesa.com/piracy/

I have tested this on my Super UFO Pro 8 and it works fine, its not my work but thought I would share.


[Please don't link to infringing copies of proprietary video games. --MOD]
Re: Super Everdrive -best prices?
by on (#128076)
After a little investigation I've found that the sprite corruption in Super Street Fighter 2 can be fixed with the "slowrom fix" option that SNES Tool 1.2 has.

Does anyone know how the "slowrom fix" actually works?

My understanding is that FastROM games need at least 120ns ROM access time to work properly (for DMA?), and it sounds like the Super UFO 8 cannot achieve this hence the sprite corruption. I have no idea how a software fix could solve a hardware issue...

EDIT:
After a little research it appears a slowrom fix just removes the switch to higher speed.

I can't see how this would work without major timing issues. Unless there are only some parts of the game code that need to run faster and I just never played to that part where it becomes an issue.
Re: Super Everdrive -best prices?
by on (#128080)
At the title screen, the player can select 0 to 3 stars of speed boost. My guess is that this affects how often the engine performs a frameskip, which is two frames of game logic before one frame actually drawn to the screen.

Have you tried doing slow projectiles (Ryu, Ken: half circle down to forward and press Jab, defaults to Y) and flashy special moves (Ryu, Ken: half circle down to back and press Roundhouse, defaults to R) with both players at once while slow ROM mode is in effect? That might stress the VRAM transfer mechanism.

(Most GBA games likewise need a fast ROM disabling patch when run on a SuperCard.)
Re: Super Everdrive -best prices?
by on (#128083)
There should be no reason to use "SlowROM" fixes on anything today. Even most old copiers shouldn't be utilizing them. Only the oldest ones. Something else is probably wrong.
Re: Super Everdrive -best prices?
by on (#128118)
Nope, you're right, slowrom fix doesn't do anything.

I was using the European version of SSF2, and it works perfectly. Back to square one.
Re: Super Everdrive -best prices?
by on (#128119)
So your problem was using the wrong version (NTSC or PAL) for your console?
Re: Super Everdrive -best prices?
by on (#128141)
MottZilla wrote:
So your problem was using the wrong version (NTSC or PAL) for your console?


I have no idea why the PAL version of SSF2 has no sprite corruption, but the NTSC (NA/Jap) does not on a NTSC console.