Search found 70 matches

by Overload
Mon Apr 19, 2010 10:06 am
Forum: Bug Reports/Feature Requests
Topic: Having trouble with Equinox
Replies: 25
Views: 12748

Re: Having trouble with Equinox

Why is it every time that someone reports a bug, the immediate answer is to use another emulator? If you know your SNES emulation history then you would know that Equinox was the first game discovered that relies on emulating non-responsive (open) bus calls. This is something that ZSNES has never fu...
by Overload
Sun Feb 07, 2010 11:47 pm
Forum: ZSNES Talk
Topic: Garou Densetsu (Fatal Fury) - Rev A/1
Replies: 19
Views: 6789

The game will be exactly the same. The revision may contain bug fixes, increased copy protection or may have been re-released by a different licensee (e.g. Licensed to Nintendo).

You might want to post the NSRT output. :D
by Overload
Mon Aug 25, 2008 4:41 am
Forum: Development
Topic: Dumping Snes Prototypes
Replies: 4
Views: 5269

Try Neviksti or The Dumper they might be able to help out. The PCB for Rock and Roll Racing isn't standard Nintendo issue.
by Overload
Fri Aug 15, 2008 7:29 am
Forum: bsnes Dev Talk
Topic: SNES internal header detection
Replies: 13
Views: 10945

FitzRoy wrote:
Overload wrote: C = Mario Chip
CA = GSU-1
CB = GSU-2
Thanks. Seems to be a chip packaging revision between Mario Chip 1 and GSU-1 upon further research.
Not quite. The Mario Chip only supports 256kb of SRAM and up to 8Mbit ROM. The address decoding is different in all three PCB revisions.
by Overload
Thu Aug 14, 2008 6:53 am
Forum: bsnes Dev Talk
Topic: SNES internal header detection
Replies: 13
Views: 10945

*A***: No special chip (LoROM) *B***: "DSP-1/DSP-2/DSP-3/DSP-4" special chip (LoROM) *C***: "Super FX" special chip (LoROM) ? *CA***: "Super FX" special chip (LoROM) ? *CB***: "Super FX2" special chip (LoROM) *DC***: "C4" special chip (LoROM) *DE***...
by Overload
Thu Nov 16, 2006 9:32 am
Forum: Tech Talk
Topic: SPC2ROM + Super Wild Card DX2 = insert next disk
Replies: 4
Views: 4874

From experience, I think it is a problem caused by Windows XP. I have always had problems using floppies on my wildcard formated under Windows XP. Try using a DOS utility to transfer the files to floppies, that may help. Also, try copying the files under the Windows DOS prompt. Type 'command' not 'c...
by Overload
Sun Jul 16, 2006 1:02 pm
Forum: Development
Topic: 65816 and SPC700 exercizer
Replies: 2
Views: 3828

If you can get your hands on the 'SNSP Aging V1.02" rom. It has a few SPC700 tests.
by Overload
Thu Jun 01, 2006 9:00 pm
Forum: Development
Topic: Help on SNES cart types.
Replies: 17
Views: 17330

Mode 20, 21, 22, 23, 25 etc. are official map modes used by nintendo. LoROM and HiROM were terms made up by ROM hackers. I don't know of any standard cartridge containing SRAM without a battery, but there might be some. There are special chip cartridges that have SRAM but no battery to backup SRAM c...
by Overload
Thu May 25, 2006 6:36 pm
Forum: Development
Topic: Brand new OAM size findings
Replies: 31
Views: 24682

Super Sleuth v1.04e - Bug in input, unable to test Have you selected the joypad for device #1. A line of code must have been misplaced during the rewrite. I will fix for the next release. Also, there's some sort of hanging bug with the v1.04 preview builds of Super Sleuth, so I can't test that vers...
by Overload
Sun Apr 16, 2006 10:49 am
Forum: Bug Reports/Feature Requests
Topic: Secret of Mana Map Palette(?) Bug
Replies: 41
Views: 25280

Oooooh, you must share your lists with us :D Know of any games that use mode7 EXTBG, mode7 mosaic, mode6 offset-per-tile, OAM interlace (other than Blues' Brothers), mid-frame OAM address writes (other than Uniracers or Goemon 2), pseudo-hires (other than Jurassic Park and Kirby's Dreamland 3. Ther...
by Overload
Sat Apr 15, 2006 9:12 am
Forum: Bug Reports/Feature Requests
Topic: Secret of Mana Map Palette(?) Bug
Replies: 41
Views: 25280

Excellent! You work so fast, it truly impresses me. By the way, did you add direct color support to modes 3 and 4 only? It can also be used by mode 7. I have not added support for mode 7 because I have no way to test it right now and since I can't find a game that uses it, I am not going to worry a...
by Overload
Sun Jan 08, 2006 12:57 pm
Forum: Development
Topic: DSP-1 emulation
Replies: 33
Views: 30929

There is this thread on fruity site (CR): http://www.fruity site (CR).com/viewtopic.php?t=3848&start=80 About people reading the contents of various chips containing embedded roms & such, one of which was the DSP-1 chip I believe. How far they got with it I dont know (no idea if they are ev...
by Overload
Sun Jan 08, 2006 12:50 pm
Forum: Development
Topic: DSP-1 emulation
Replies: 33
Views: 30929

Overload's page disappears and reappears from the Web, I wish I had saved the damn thing when it appeared again like two weeks ago only to disappear. http://users.tpg.com.au/advlink/dsp/ These guys largely succeeded in simulating what the fixed point calculations did, and the DSP-1 (and 1A and 1B) ...
by Overload
Tue Nov 29, 2005 12:07 am
Forum: Development
Topic: Getting Started
Replies: 29
Views: 20254

Byuu is correct, it is version but it is not the software version it is the production version. The software version only appears on eproms submitted to nintendo. Overload wins!
by Overload
Tue Oct 18, 2005 10:07 am
Forum: Development
Topic: Questions on enabling HDMA mid-frame
Replies: 13
Views: 10461

byuusan wrote:BTW, it is NTLRx and not NTRLx right? Your docs have NTRLx.
I don't even know what half the acronyms mean >_<
The DMA Registers don't have official names or according to the documentation I have they don't. Really it should be
The Number of Lines to be TRansfered by H-DMA.
by Overload
Sun Oct 16, 2005 7:18 am
Forum: Development
Topic: Questions on enabling HDMA mid-frame
Replies: 13
Views: 10461

Why are you using hdma transfer mode $07? Is that a valid hdma transfer mode? Is it the same as $03?
by Overload
Wed Sep 28, 2005 5:05 am
Forum: ZSNES Talk
Topic: The limitations of ZSNES
Replies: 33
Views: 12131

Re: The limitations of ZSNES

so, I have a high spec laptop, but it cant display ZSNES at its lowest frame skip rate without some slow down. what id like to know is: Is this "normal" or are there other settings I've neglected to tweak? You wasted your money, you should have bought a laptop with a mobile based processo...
by Overload
Mon Sep 26, 2005 12:17 am
Forum: Development
Topic: A closer look at interrupts
Replies: 7
Views: 7086

Super Sleuth 1.03 and the current 1.04 preview passes this test, or at least gives a blue screen. Oh, so it does! Awesome. The IRQ one fails at test 4, meaning you're giving time back to the main routine between each /IRQ call when $4211 is never cleared, if even a single opcode. Still, best of any...
by Overload
Sun Sep 25, 2005 6:41 am
Forum: Development
Topic: A closer look at interrupts
Replies: 7
Views: 7086

[demo_nmi.smc, demo_nmi.asm] This tests various edge cases in NMI interrupts. Not all of them, but quite a lot. The source code explains what each test is, and the test number that fails is written to SRAM (in case your emulator lacks a debugger to check). Super Sleuth 1.03 and the current 1.04 pre...
by Overload
Sun Sep 11, 2005 1:02 am
Forum: Bug Reports/Feature Requests
Topic: * Feature Request * Brightness and Color Saturation
Replies: 27
Views: 16111

Brightness/Contrast control will never be added to ZSNES. There are no current developers capable of such a task.
by Overload
Fri Aug 26, 2005 11:32 pm
Forum: Development
Topic: Open bus findings
Replies: 7
Views: 7201

A few games have problems without Open Bus

Accele Brid, Equinox, Captain America and the Avengers (E), Shien's Revenge, Rock & Roll Racing, Super Play Action Football, DKC2
by Overload
Fri Aug 26, 2005 3:49 am
Forum: Development
Topic: Open bus findings
Replies: 7
Views: 7201

I still don't understand STAT77 bits 4 and 5... bit 4 appears to be set upon first read when the SNES is reset. I dunno why. I read the explanations for them but they still don't make sense. I don't know what these bits are. Bit 4 is wierd. Now for the weird part... reading $213e updates the PPU1 l...
by Overload
Fri Aug 26, 2005 2:50 am
Forum: Development
Topic: Open bus findings
Replies: 7
Views: 7201

Re: Open bus findings

So I'm toying around with open bus... I'm going to update this post/thread as I work on it to make sure I don't miss anything. I'm going with info from here: http://www.snes9x.com/forum/topic.asp?TOPIC_ID=7293 STAT78 (Version 2.0) Bit 5 ------ Complement Bit 5 of last value read from $2138,$213c,$2...
by Overload
Wed Jul 20, 2005 5:24 am
Forum: Development
Topic: SNES Test Program
Replies: 9
Views: 8878

Re: SNES Test Program

Which is pretty much exactly as anomie described it, and modifying this code in any way breaks tons of games. get_vram_address() returns the absolute 64k address, not the word version thats written to $2116. It also adjusts for address remapping/etc. which isn't used in this test. Basically, ZSNES ...
by Overload
Tue Jul 12, 2005 3:02 pm
Forum: Development
Topic: SPC700 timers
Replies: 39
Views: 23571

byuusan wrote:Hey Overload, is there any chance that some of those reads are a result of adding in anomie and TRAC's findings that most mov opcodes are actually read-modify-write instructions? I don't know if you've added that or not yet.
I haven't added anthing like that in yet.