Wait a minute. Checking the interrupt disable flag for NMI?byuu wrote:Code: Select all
//TODO: test this during last_cycle() instead if(mmio.sa1_irq == 1 && mmio.irqcl == 0) { if(!regs.p.i) interrupt(mmio.civ); } if(mmio.sa1_nmi == 1 && mmio.nmicl == 0) { if(!regs.p.i) interrupt(mmio.cnv); } (this->*opcode_table[op_readpc()])();
bsnes v0.042 released
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I remember about 15 years ago purchasing a razor-sharp ninja-to from an online catalog. You'd be amazed at how easy it is to get a deadly sword.Killa B wrote:Wow, how does one even go about obtaining so much ninja contraband?FitzRoy wrote:http://www.madison.com/wsj/topstories/445676
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
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Why does bsnes sit on a blank screen whenever I try to load a zipped rom?byuu wrote:... this has been supported for the past three and a half years now :/
Nach added GZ+ZIP+JMA support.
If you're asking about 7-zip, then no. I won't be adding that ever.
Edit: I found the problem. The WIPs do not support zip loading. The full release does however. That explains it. My apologies. (and yes I know there is mention of this on the web site, but I got cofused and thought I was running a full release).
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
New WIP. Wasted two and a half hours trying to figure out why re-implementing IRQs at home was failing in Parodius. Finally just reverted to wip05 and started again, changing one line at a time. Turns out I inverted the reset release flag by mistake for the SA-1 CPU. Fun.
Adds S-CPU -> SA-1 IRQs, DMA IRQs and NMIs + SA-1 -> S-CPU IRQs + CH1DMA IRQs. Also slightly improves variable bit-length reading and removes DPRIO mode for now until I can test it properly.
Parodius, SRW: Gaiden and Kirby: SS should all be fully playable now.
Mario RPG is damn close, but it freezes immediately after you exit the level up bonus screen. I don't have any idea what it wants. The graphics on the bonus screen don't show up either, as I don't support char conversion modes 1 or 2 yet (it uses mode 1.)
How annoying ... first the graphics on the logo are bad. Add the ALU, good. Now the title screen background is black. Fix the ALU MA register reset, good. Now it freezes after the first intro scene. Add SA-1 -> S-CPU IRQs. Now it freezes half-way through the intro. Fix S-CPU /IRQ line holding from the SA-1. Now it freezes at the start of the level up bonus screen. Add CHDMA IRQs. Now it freezes immediately after the level up bonus screen.
I have no idea what the hell SIV / SNV are for. I'm guessing the SA-1 controller detects which processor activates SA-1 IRQs and uses that vector address ...? It obviously can't over-ride the S-CPU's vector addresses.
Documentation is shit. It doesn't specify what vectors DMA / CHDMA use, or what to do without specific general DMA / CHDMA IRQ enable flags in the control registers, and on and on.
Adds S-CPU -> SA-1 IRQs, DMA IRQs and NMIs + SA-1 -> S-CPU IRQs + CH1DMA IRQs. Also slightly improves variable bit-length reading and removes DPRIO mode for now until I can test it properly.
Parodius, SRW: Gaiden and Kirby: SS should all be fully playable now.
Mario RPG is damn close, but it freezes immediately after you exit the level up bonus screen. I don't have any idea what it wants. The graphics on the bonus screen don't show up either, as I don't support char conversion modes 1 or 2 yet (it uses mode 1.)
How annoying ... first the graphics on the logo are bad. Add the ALU, good. Now the title screen background is black. Fix the ALU MA register reset, good. Now it freezes after the first intro scene. Add SA-1 -> S-CPU IRQs. Now it freezes half-way through the intro. Fix S-CPU /IRQ line holding from the SA-1. Now it freezes at the start of the level up bonus screen. Add CHDMA IRQs. Now it freezes immediately after the level up bonus screen.
I have no idea what the hell SIV / SNV are for. I'm guessing the SA-1 controller detects which processor activates SA-1 IRQs and uses that vector address ...? It obviously can't over-ride the S-CPU's vector addresses.
Documentation is shit. It doesn't specify what vectors DMA / CHDMA use, or what to do without specific general DMA / CHDMA IRQ enable flags in the control registers, and on and on.
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Worth of note: when in doubt, apply voodoo
zsknight worked 4 cpus out like that
About JMA: Nach's lack of free time prevents him from polishing his standalone, family-sortable JMA tool, where family == all the variants of a game. Maximum compressability since the files are extremely similar.
It's still on the list, so... just wait, as usual. Or donate your organs to fund his early retirement.
And mine.
zsknight worked 4 cpus out like that
About JMA: Nach's lack of free time prevents him from polishing his standalone, family-sortable JMA tool, where family == all the variants of a game. Maximum compressability since the files are extremely similar.
It's still on the list, so... just wait, as usual. Or donate your organs to fund his early retirement.
And mine.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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That's even assuming the donor's organs are compatable with your bodygrinvader wrote:Or donate your organs to fund his early retirement.
And mine.
![Razz :P](./images/smilies/icon_razz.gif)
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
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Neat, SA-1. ![Razz :P](./images/smilies/icon_razz.gif)
Out of curiosity, have you looked into Super FX and Super FX2 to see if they're going to be as "simple" to add as SA-1 seems to be (e.g. games working for the most part with limited support)? I'm going to bet that they're not though, but hey at least we can play Kirby now.![Laughing :lol:](./images/smilies/icon_lol.gif)
![Razz :P](./images/smilies/icon_razz.gif)
Out of curiosity, have you looked into Super FX and Super FX2 to see if they're going to be as "simple" to add as SA-1 seems to be (e.g. games working for the most part with limited support)? I'm going to bet that they're not though, but hey at least we can play Kirby now.
![Laughing :lol:](./images/smilies/icon_lol.gif)
Well... Super Gameboy, Twin Tap, ST011, ST018 and netplay, or whatever else. Personally? Cheat searcher/creator, debugger back, etc.byuu wrote:And SuperFX2 gives us something to look forward to in the future. If I support that, then what will people clamor for? Quick-move Shogi Match with Nidan Rank-holder Morita II?
[url=http://www.eidolons-inn.net/tiki-index.php?page=Kega]Kega Fusion Supporter[/url] | [url=http://byuu.cinnamonpirate.com/]bsnes Supporter[/url] | [url=http://aamirm.hacking-cult.org/]Regen Supporter[/url]
SGB, X-Band and GG/PAR strike me as more peripherals than stand-alone games. Then you get into copiers and unlicensed hardware.
Controllers like Twin Tap are a different category. I'm willing to try REing the Twin Tap and/or Barcode Battler if someone gets me one, but the rest are pretty much not going to happen.
Controllers like Twin Tap are a different category. I'm willing to try REing the Twin Tap and/or Barcode Battler if someone gets me one, but the rest are pretty much not going to happen.
And so the bsnes release threads end here. A sad day indeed, but there's amazing news awaiting on the new forum :D
Hint: it involves more than six, but less than eight, stars.
http://board.byuu.org/viewtopic.php?f=3&t=5
For those who don't wish to register on yet another forum, I completely respect that and welcome you to continue posting to other topics on these two sub-forums, and I'll do my best to respond. But I'd like to keep my development updates on the new forum instead of duplicating the discussion in two places.
Hint: it involves more than six, but less than eight, stars.
http://board.byuu.org/viewtopic.php?f=3&t=5
For those who don't wish to register on yet another forum, I completely respect that and welcome you to continue posting to other topics on these two sub-forums, and I'll do my best to respond. But I'd like to keep my development updates on the new forum instead of duplicating the discussion in two places.