Search found 122 matches
- Fri Aug 05, 2005 1:03 am
- Forum: Development
- Topic: Game Doctor SF3: what can and can't it play?
- Replies: 24
- Views: 25287
SquareHead wrote: Is real time save the SF7 equivalent of a savestate? If you get an SF7 and upgrade it to 96mbit, do you still need more memory for the battery backed ram? Yes, the real time save is the hardware/software equivalent of an emulator savestate. I have even written a ZST -> SF7 save co...
- Thu Aug 04, 2005 10:57 pm
- Forum: Development
- Topic: Game Doctor SF3: what can and can't it play?
- Replies: 24
- Views: 25287
- Thu Aug 04, 2005 10:14 pm
- Forum: Development
- Topic: wannabe developer
- Replies: 35
- Views: 27225
Seriously, if you already know how to program (the ability to break any problem down into manageable parts that can be represented in code), then you can teach yourself without problem. All you need then is: - documentation on the CPU so you can program - documentation on the console hardware good e...
- Tue Aug 02, 2005 11:20 pm
- Forum: Development
- Topic: Game Doctor SF3: what can and can't it play?
- Replies: 24
- Views: 25287
I ordered a Game Doctor SF7 from Tototek and it should be here in about two weeks. Do I need the blue DSP passthrough adapter to plug it into the SNES? Yes, like the Game Doctor SF3 you need the adapter. Some copiers allow the use of an actual cartridge plugged into the cartridge slot for this. The...
- Sun Jul 31, 2005 10:58 am
- Forum: Development
- Topic: Game Doctor SF3: what can and can't it play?
- Replies: 24
- Views: 25287
Re: Game Doctor SF3: what can and can't it play?
It would be better to discuss such things on the "Cherry Roms" forums. You wrote: I know the SF3 has support for DSP1 games and Super FX chip, but can it play games with other special chips? It doesn't inherently have support for the DSP1. You need to buy an adapter for that. Also, no comm...
- Wed May 11, 2005 10:00 am
- Forum: Development
- Topic: pseudo hires stuff
- Replies: 14
- Views: 11289
Also, it should account for the 25 samples lost from the end of one-shot samples. So, 25 samples worth of silence padding, or garbage if you're feeling brave and want to make some emulators clicktastic, then pad up to an even multiple of 16 samples. (Thanks Blargg . Yes, that's right, sample cuts o...
- Tue Nov 02, 2004 6:20 am
- Forum: ZSNES Talk
- Topic: We need your help!
- Replies: 29
- Views: 15036
- Fri Oct 22, 2004 2:34 pm
- Forum: ZSNES Talk
- Topic: We need your help!
- Replies: 29
- Views: 15036
Sorry pagefault, I never look in this part of the board. (Nach brought this to my attention on the CR forums.) Posting in the dev forum would probably catch more people. On the other forum I suggested some tricks that could allow you to do this for free with the equipment you already have. Hopefully...
- Fri Oct 22, 2004 4:30 am
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
- Sat Oct 16, 2004 1:34 pm
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
It sounds like you mean the SNES will *think* only 6 cycles have passed, regardless if the operation really took 36 or 48 master cycles. If that's the case, then why would one emulate the internal cpu clock speed, since things like being in vblank would obviously have to go by the true timing in ma...
- Sat Oct 16, 2004 1:32 am
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
- Fri Oct 15, 2004 9:50 pm
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
> I thought that the SNES CPU was clocked off the PHI2 signal, so that > while each instruction may take a variable amount of time to complete, > the next one wouldn't begin until the next PHI2 signal came. ?? I may be misunderstanding what you are trying to say here. Yes, different instructions may...
- Fri Oct 15, 2004 8:22 pm
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
ahhh :) It's great to hear the chatter of SNES talk. Good luck on the project, it sounds awesome. (Let me know if you decide to document the system better ... that would be great to have.) > Funny, wasn't aware some games had SRAM that wasn't saved. I > always thought the S stood for save. The 'S' i...
- Fri Oct 15, 2004 5:29 am
- Forum: Development
- Topic: What is needed to contribute to ZSNES?
- Replies: 30
- Views: 19444
> Do you think this would be any help for documenting the SNES's cpu or am I just asking for trouble? Actually, the 65816 doc is basically just a txt version of that pdf file. The pdf file looks much nicer, so feel free to use that if you wish. The txt file is just more convenient for quick lookups ...
- Fri Oct 15, 2004 4:15 am
- Forum: Development
- Topic: What is needed to contribute to ZSNES?
- Replies: 30
- Views: 19444
I wouldn't suggest googling for docs ... many old docs are just plain wrong. Here's some okay stuff (nothing's definitive, keep this in mind. If you see discrepencies, or something that doesn't make sense, please ask questions. Sadly alot of us know the correct info, but there aren't docs to corresp...
- Fri Oct 15, 2004 3:59 am
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
Well, the emulators handle it differently whether it's SRAM that's battery backed, or just work RAM for a coprocessor or something. The battery backed SRAM is loaded/saved as a file, which makes sense. While the other is just discarded. I'm not sure, but I believe there are some carts that have RAM ...
- Fri Oct 15, 2004 3:44 am
- Forum: Development
- Topic: Virtue of converting ASM source to C?
- Replies: 38
- Views: 27667
Usually the major details can be found fairly quickly. Do the data lines from the ROM go to the connector edge, or through a special chip? This tells you if the special chip is placed between the ROM and SNES, which doesn't have much purpose unless the special chip uses data from the ROM (like the S...
- Thu Oct 14, 2004 11:11 pm
- Forum: Development
- Topic: Virtue of converting ASM source to C?
- Replies: 38
- Views: 27667
- Thu Oct 14, 2004 10:57 pm
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
- Thu Oct 14, 2004 9:29 am
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
> WRAM is randomly generated, possibly by the CIC? ?? The CIC isn't related to the memory. The /RESET line does connect to the WRAM chip, but I believe this is just because the $218x regs are built into the chip and these are reset (maybe?). As I mentioned earlier, from a hardware point of view, the...
- Thu Oct 14, 2004 12:11 am
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
Hmm... just noticed this in the 65816 document: When Reset is brought high, an interrupt sequence is initiated: * R/W remains in the high state during the stack address cycles. So I guess we wouldn't see the previous address on the stack after a reset. Also... I'm sure others have noticed this a lon...
- Wed Oct 13, 2004 10:49 pm
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
What I would like is someone to load up my two demos on a flash cart instead of a copier, maybe modify the first program to give you D and DB too. I really have a feeling that SNES memory should not start with 55's. I remember seeing it look fairly random before. From a hardware standpoint, I would...
- Wed Oct 13, 2004 4:33 am
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
I'm only sure that he tried the automatic polling method I used first ($4218, etc.) For some reason, it doesn't always return that the button is pressed down on a real SNES, even if you have the button held down on the controller. Hmm... strange. Are you remembering to wait for the SNES hardware to...
- Wed Oct 13, 2004 2:32 am
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
So what was the complaint he had about Super Sleuth? Rereading it, I'm still not sure. Anyway.. Another frustrating problem is how all current SNES emulators handle the JSL command (Jump to Subroutine Long), a code to hop from one area of a program to another. On an actual SNES, if this is the first...
- Wed Oct 13, 2004 1:54 am
- Forum: Development
- Topic: A small article regarding ZSNES
- Replies: 104
- Views: 88721
If someone would want to help me get started with working on core stuff and write me docs on how to do things correctly, I would. anomie helped me get started with the C4 and gave me a decent doc and C++ code, and I fixed up the x86 C4 to some extent. Help me the same with other stuff with the SNES...