Search found 8 matches

by Bio
Sun Apr 13, 2008 5:47 am
Forum: Development
Topic: Sa-1 IRQ oddity (SMW modding)
Replies: 31
Views: 21758

no, it's just how I figured out that IRQ was the problem, If I disable it, layer 3 position and CGADDSUB won't work correctly...

At worse, I could use an HDMA transfer to substitute IRQ but I would really like to know what wrong
by Bio
Thu Apr 10, 2008 1:32 am
Forum: Development
Topic: Sa-1 IRQ oddity (SMW modding)
Replies: 31
Views: 21758

But i was just wondering.... what sort of debugger tools are used? I mean how where you able to diagnose the problem with the IQR? Geiger's debugger seem to be the best one for the SNES. I noticed that It was IRQ due to layer 3 position becoming glitchy(since I knew SMW use IRQ to set the layer 3 p...
by Bio
Tue Apr 08, 2008 9:31 pm
Forum: Development
Topic: Sa-1 IRQ oddity (SMW modding)
Replies: 31
Views: 21758

Considering the fact that layer 3 get glitchy and that the game slow down to a crawl due to the IRQs, there isn't anything to see.

Meh, I guess I will keep looking at KSS' code to try to see what I'm doing wrong
by Bio
Tue Apr 01, 2008 11:25 pm
Forum: Development
Topic: Sa-1 IRQ oddity (SMW modding)
Replies: 31
Views: 21758

grinvader wrote:You do know that the SA-1 has its own irqs, right ?
Yes but I'm sure I disabled them(those are disabled in the write at the begenning)
by Bio
Sun Mar 30, 2008 1:59 am
Forum: Development
Topic: Sa-1 IRQ oddity (SMW modding)
Replies: 31
Views: 21758

what animation has to do with all this? the HDMA effect for pseudo multi-layer don't becom harder to do if you add animation. I already implented said effect with SuperFX(see it here: http://www.youtube.com/watch?v=GKUfY16V7IU ) Can we get back on the main topic? I really to know why timer IRQ get m...
by Bio
Tue Mar 25, 2008 4:58 pm
Forum: Development
Topic: Sa-1 IRQ oddity (SMW modding)
Replies: 31
Views: 21758

What would be the point in implementin SA-1, MARIO CHIP, Super FX GSU-1, Super FX GSU-2, Super FX GSU-2 SP-1 or any other enhancement chip for SMW???????????? I thought this game works fine as is :?: the original game, not any of his mods. The main issue is that tools just keep stacking new code on...
by Bio
Thu Mar 06, 2008 10:36 pm
Forum: Development
Topic: Sa-1 IRQ oddity (SMW modding)
Replies: 31
Views: 21758

Y~K wrote:Any idea why people call it SA-1 instead of SA1 as in the chip & PCB printing?

http://upload.wikimedia.org/wikipedia/c ... SA1_01.jpg
Because the SNES dev manual refer to it as SA-1
by Bio
Thu Mar 06, 2008 6:55 am
Forum: Development
Topic: Sa-1 IRQ oddity (SMW modding)
Replies: 31
Views: 21758

Sa-1 IRQ oddity (SMW modding)

I started implenting SA-1 into SMW(mostly because superFX gave me too much trouble). However, when SA-1 is active and the V-counter IRQ is enabled, the SNES randomly get IRQ signal, causing chaotic slowdown and layer 3 displacement(Since SMW use IRQ to make layer 3 at the correct location). Here the...