Search found 122 matches

by neviksti
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...
by neviksti
Thu Aug 04, 2005 10:57 pm
Forum: Development
Topic: Game Doctor SF3: what can and can't it play?
Replies: 24
Views: 25287

You need 96Mbits to play the StarOcean hack. Only the SF7 has this capability. You need more than the 96Mbits if you want to use the "real time save" feature of the copier. (Along with a "saver code" that I don't remember off the top of my head. I figured out the code and I'm sur...
by neviksti
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...
by neviksti
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...
by neviksti
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...
by neviksti
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...
by neviksti
Tue Nov 02, 2004 6:20 am
Forum: ZSNES Talk
Topic: We need your help!
Replies: 29
Views: 15036

But it seems the copier we thought was going to work won't after all and the one that will work will cost another $100 on top of what we already have. So what is the plan now? If you're afraid to modify your console to allow "hot swapping" of carts like I suggested at CR forums, you could...
by neviksti
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...
by neviksti
Fri Oct 22, 2004 4:30 am
Forum: Development
Topic: A small article regarding ZSNES
Replies: 104
Views: 88721

The other thing I should mention is even without initializing them, hitting RESET fixes it also. I assume you don't mean it is "actively scrolling", just that the screen is scrolled strangely and/or other video features are messing with the intended display. If so... Yes, I don't understa...
by neviksti
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...
by neviksti
Sat Oct 16, 2004 1:32 am
Forum: Development
Topic: A small article regarding ZSNES
Replies: 104
Views: 88721

DataPath wrote:Or do you mean to say that the SNES actually slows down the rate at which PHI2 fires depending on the memory range being accessed?
Yes. That's the idea.
by neviksti
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...
by neviksti
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...
by neviksti
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 ...
by neviksti
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...
by neviksti
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 ...
by neviksti
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...
by neviksti
Thu Oct 14, 2004 11:11 pm
Forum: Development
Topic: Virtue of converting ASM source to C?
Replies: 38
Views: 27667

lordgalbalan wrote:How do you research a cart that you know nothing about? >_<
?? Are you asking how people reverse-engineer stuff?
That doesn't have a short answer (but I can try if you really are curious). However, I may be misunderstanding your question.
by neviksti
Thu Oct 14, 2004 10:57 pm
Forum: Development
Topic: A small article regarding ZSNES
Replies: 104
Views: 88721

I would love for the "standard SNES program format" to be more than just the ROM. If you create something decent, people will slowly switch over. Especially if the emulators show a little complaining message before loading up "old formatted" programs. Finally emulators won't requ...
by neviksti
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...
by neviksti
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...
by neviksti
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...
by neviksti
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...
by neviksti
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...
by neviksti
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...