DSP-3 Support
Moderator: ZSNES Mods
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- ZSNES Developer
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DSP-3 Support
Some say it couldn't be done.
It's been done.
However note that not all the opcodes have been successfully RE'd yet.
Encourage Overload to finish the other opcodes
It's been done.
However note that not all the opcodes have been successfully RE'd yet.
Encourage Overload to finish the other opcodes
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
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- ZSNES Developer
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It's not AFAIK, but we just added it now.byuu wrote:Kickass, I didn't realize DSP-3 was still being worked on actively.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
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- Devil's Advocate
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Nice!... Great job!
Here is the DSP Chip information, taken from Wikipedia:
DSP-1 chip: This fixed-point Digital Signal Processor chip was created to allow programmers to generate more enhanced Mode 7 rotation and scaling effects in their games, and to perform very fast vector-based calculations. The chip can be found most notably in Pilotwings and Super Mario Kart, as well as a few other games. Later revisions of the chip, the 1A and 1B, were functionally the same but included bugfixes in their internal math calculations.
DSP-2 chip: A bitmap scaling and bitplane conversion chip used only in one game cartridge, Atari's port of Dungeon Master to the SNES console.
DSP-3 chip: An assistant chip used only in one Japanese game for the Super Famicom titled SD Gundam GX. Although this chip does handle graphics decompression and bitplane conversion, a large portion of memory inside this chip is dedicated to rendering a very complicated title screen, leading one to the likely conclusion that its inclusion was more intended to prevent the game from being easily pirated.
DSP-4 chip: A DSP used in only one game cartridge, Top Gear 3000. It primarily helped out with drawing the race track, especially during the times that the track branched into multiple paths, which was a unique feature of this type of game at the time.
http://en.wikipedia.org/wiki/Super_Nintendo
Here is the DSP Chip information, taken from Wikipedia:
DSP-1 chip: This fixed-point Digital Signal Processor chip was created to allow programmers to generate more enhanced Mode 7 rotation and scaling effects in their games, and to perform very fast vector-based calculations. The chip can be found most notably in Pilotwings and Super Mario Kart, as well as a few other games. Later revisions of the chip, the 1A and 1B, were functionally the same but included bugfixes in their internal math calculations.
DSP-2 chip: A bitmap scaling and bitplane conversion chip used only in one game cartridge, Atari's port of Dungeon Master to the SNES console.
DSP-3 chip: An assistant chip used only in one Japanese game for the Super Famicom titled SD Gundam GX. Although this chip does handle graphics decompression and bitplane conversion, a large portion of memory inside this chip is dedicated to rendering a very complicated title screen, leading one to the likely conclusion that its inclusion was more intended to prevent the game from being easily pirated.
DSP-4 chip: A DSP used in only one game cartridge, Top Gear 3000. It primarily helped out with drawing the race track, especially during the times that the track branched into multiple paths, which was a unique feature of this type of game at the time.
http://en.wikipedia.org/wiki/Super_Nintendo
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- ZSNES Shake Shake Prinny
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We still need packs for SPC7110. The algo isn't cracked yet.FitzRoy wrote:Excellent work! I'm curious to know... was this the final remaining special chip? Or are we still using gfx packs for something? If it is the last, then that's a huge milestone.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
DSP-1, 3 and 4 arent finished. 1 only has that one opcode left that isn't bit-perfect.
SETA ST-011 and ST-018 aren't finished (is the ST-010 complete?).
BS-X if you count that isn't even close.
Super System lacks the menu screen, I believe. I'd like some info on this btw if anyone has any, I can't find any technical docs on it anywhere.
Hell, even the S-RTC isn't fully emulated, there are assumptions and missing commands in quite possibly the easiest chip in the world to emulate. And yet, since I can't test anything myself...
I would be surprised if SA-1 emulation was complete.
No idea about SFX, but safe to assume that only the minimum necessary to emulate the games that use it has been implemented.
C4 is not bit perfect.
It's also important to note that not a single special chip has any timing emulation whatsoever. On the real chips, you have to give them commands and wait for completion. In emulation, the chips complete their commands instantaneously every time. So basically, special chip games run too fast in emulators. The amount varying based on the complexity and usage of the chip involved.
SETA ST-011 and ST-018 aren't finished (is the ST-010 complete?).
BS-X if you count that isn't even close.
Super System lacks the menu screen, I believe. I'd like some info on this btw if anyone has any, I can't find any technical docs on it anywhere.
Hell, even the S-RTC isn't fully emulated, there are assumptions and missing commands in quite possibly the easiest chip in the world to emulate. And yet, since I can't test anything myself...
I would be surprised if SA-1 emulation was complete.
No idea about SFX, but safe to assume that only the minimum necessary to emulate the games that use it has been implemented.
C4 is not bit perfect.
It's also important to note that not a single special chip has any timing emulation whatsoever. On the real chips, you have to give them commands and wait for completion. In emulation, the chips complete their commands instantaneously every time. So basically, special chip games run too fast in emulators. The amount varying based on the complexity and usage of the chip involved.
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- Romhacking God
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Yes, but the SA-1 and SFX are much quicker than the SNES main CPU. I wouldn't imagine you'll get many delays.
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No, the ST-011 and ST-018 are nothing more than shells at present, as far as I know. And I hope to god it stays that way. To spend weeks (or months) reverse engineering "Quick-move Shogi Match with Nidan Rank-holder Morita 2" when we don't even have basic SNES features such as mid-scanline PPU changes or bit-perfect DSP sound output emulated first, is an absolute travesty.
about LDAWG's post:
uhm.
I wrote that wikipedia section... Is there anything incorrect about what was said?
I also went in with an axe into the Super FX section. I just couldn't stand it saying that the Super FX 2 was dual core.
Well, I wrote everything except the "(Game which works fine with latest ZSNES version from http://ipherswipsite.com)" advertisement.
uhm.
I wrote that wikipedia section... Is there anything incorrect about what was said?
I also went in with an axe into the Super FX section. I just couldn't stand it saying that the Super FX 2 was dual core.
Well, I wrote everything except the "(Game which works fine with latest ZSNES version from http://ipherswipsite.com)" advertisement.