View unanswered posts | View active topics It is currently Mon Dec 09, 2019 7:59 pm



This topic is locked, you cannot edit posts or make further replies.  [ 125 posts ]  Go to page Previous  1, 2, 3, 4, 5
bsnes v0.042 released 
Author Message
Zealot
User avatar

Joined: Wed Jul 28, 2004 3:31 am
Posts: 1140
Post 
byuu wrote:
Code:
//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()])();

Wait a minute. Checking the interrupt disable flag for NMI?


Thu Apr 09, 2009 7:40 am
Profile WWW
Trooper
User avatar

Joined: Tue Apr 19, 2005 11:08 pm
Posts: 376
Location: DFW area, TX USA
Post 
Killa B wrote:
FitzRoy wrote:
http://www.madison.com/wsj/topstories/445676
Wow, how does one even go about obtaining so much ninja contraband? :o


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.

_________________
NES NTSC palette file:

http://www.firebrandx.com/downloads/fbx2pal.zip


Thu Apr 09, 2009 11:33 am
Profile WWW
Post 
kode54 wrote:
Wait a minute. Checking the interrupt disable flag for NMI?


I wasn't sure :P
Figured better safe than sorry. Documentation sucks on it, and it doesn't appear any of the games use it ...

Also ... what the hell man?

Image


Thu Apr 09, 2009 7:39 pm
♥ Love Freak FlonneZilla ♥
User avatar

Joined: Sun Apr 01, 2007 12:59 am
Posts: 111
Location: USA
Post 
byuu wrote:
Wow, I never got that far in the game. I usually get bored and quit during the carnival level (which IIRC is the second one...)

I didn't realize that was an SA-1 game. That explains why it always runs so slow for me. :P


Thu Apr 09, 2009 8:47 pm
Profile WWW
Trooper
User avatar

Joined: Tue Apr 19, 2005 11:08 pm
Posts: 376
Location: DFW area, TX USA
Post 
Byuu, my apologies if you've already decided against it, but is there a chance you might add zipped rom support in bsnes? It kind of sucks having to unzip roms for bsnes, when every other platform supports zipped roms.

_________________
NES NTSC palette file:

http://www.firebrandx.com/downloads/fbx2pal.zip


Thu Apr 09, 2009 11:44 pm
Profile WWW
Post 
... 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.


Fri Apr 10, 2009 12:08 am
Regular
User avatar

Joined: Mon Nov 21, 2005 3:43 am
Posts: 236
Post 
Rom websites like to solid archive similar roms in the same 7zip file which is annoying. Though it's easy to unpack them then use something like rom center and a no-intro dat to repack them in zip files.


Fri Apr 10, 2009 12:15 am
Profile
Zealot

Joined: Tue Nov 27, 2007 7:03 am
Posts: 1325
Post 
Actually, what they're doing is using Edgeemu's roms. They did that years ago to simplify things/make most rom packages smaller. Except in games with a billion Good versions they wound up with smaller files.


Fri Apr 10, 2009 12:17 am
Profile
Regular
User avatar

Joined: Mon Nov 21, 2005 3:43 am
Posts: 236
Post 
Does JMA allow you to solid archive similar roms? It'd be interesting to have you be able to select which file to load up when loading the game in an emulator. The only time you'd have to unpack games would be to hard patch a rom. That and it would save their precious website bandwidth i guess.


Fri Apr 10, 2009 12:27 am
Profile
Zealot

Joined: Tue Nov 27, 2007 7:03 am
Posts: 1325
Post 
JMA is more oriented towards single files i believe. I don't think it's even possible to save more than one rom as a single JMA file.


Fri Apr 10, 2009 12:45 am
Profile
Regular
User avatar

Joined: Mon Nov 21, 2005 3:43 am
Posts: 236
Post 
That's a bummer, It'd give me a reason to not keep unpacking stuff. Then at least get websites to store their stuff in a more sane format.


Fri Apr 10, 2009 12:57 am
Profile
Zealot
User avatar

Joined: Wed Jul 28, 2004 3:31 am
Posts: 1140
Post 
JMA does support archiving multiple files, so packing similar ROM images together is not out of the question. However, you'll probably have to write your own tools to do the compressing, as I don't think NSRT supports that.


Fri Apr 10, 2009 1:07 am
Profile WWW
Zealot

Joined: Tue Nov 27, 2007 7:03 am
Posts: 1325
Post 
kode54 wrote:
JMA does support archiving multiple files, so packing similar ROM images together is not out of the question. However, you'll probably have to write your own tools to do the compressing, as I don't think NSRT supports that.


That is where my confusion came from.


Fri Apr 10, 2009 1:33 am
Profile
Trooper
User avatar

Joined: Tue Apr 19, 2005 11:08 pm
Posts: 376
Location: DFW area, TX USA
Post 
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.


Why does bsnes sit on a blank screen whenever I try to load a zipped rom?

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


Fri Apr 10, 2009 2:13 am
Profile WWW
Lurker

Joined: Mon Mar 10, 2008 11:36 pm
Posts: 199
Post 
Beta testing doesn't have any zip support.

I can see someone reporting beta broken. :twisted:

_________________
Window Vista Home Premium 32-bit / Intel Core 2 Quad Q6600 2.40Ghz / 3.00 GB RAM / Nvidia GeForce 8500 GT


Fri Apr 10, 2009 3:02 am
Profile
Lurker

Joined: Tue Apr 10, 2007 4:30 pm
Posts: 152
Location: Sweden
Post 
That's one of the reasons why they are kept private.


Fri Apr 10, 2009 1:39 pm
Profile WWW
Post 
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.


Fri Apr 10, 2009 1:52 pm
Lurker

Joined: Tue Apr 10, 2007 4:30 pm
Posts: 152
Location: Sweden
Post 
Think of it this way: when you are done, we will know. After all, that's your own goal.


Fri Apr 10, 2009 2:20 pm
Profile WWW
ZSNES Shake Shake Prinny
User avatar

Joined: Wed Jul 28, 2004 4:15 pm
Posts: 5615
Location: PAL50, dood !
Post 
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.

_________________
皆黙って俺について来い!!
Code:
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)

Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54


Fri Apr 10, 2009 6:59 pm
Profile
Locksmith of Hyrule
User avatar

Joined: Sun Aug 08, 2004 7:49 am
Posts: 3634
Location: 255.255.255.255
Post 
grinvader wrote:
Or donate your organs to fund his early retirement.
And mine.

That's even assuming the donor's organs are compatable with your body :P

_________________
Image
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.


Fri Apr 10, 2009 7:12 pm
Profile YIM WWW
Zealot

Joined: Tue Nov 27, 2007 7:03 am
Posts: 1325
Post 
They can be sold on the black market.


Fri Apr 10, 2009 7:17 pm
Profile
Veteran

Joined: Wed Aug 04, 2004 5:43 pm
Posts: 861
Location: Sloop
Post 
Man, I forgot how many games used the SA-1. It's more than the DSP-1, even.


Fri Apr 10, 2009 9:01 pm
Profile
Trooper
User avatar

Joined: Mon Feb 20, 2006 3:11 am
Posts: 394
Location: Space
Post 
Neat, SA-1. :P

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. :lol:

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? :(

Well... Super Gameboy, Twin Tap, ST011, ST018 and netplay, or whatever else. Personally? Cheat searcher/creator, debugger back, etc.

_________________
Kega Fusion Supporter | bsnes Supporter | Regen Supporter


Fri Apr 10, 2009 9:23 pm
Profile
Post 
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.


Fri Apr 10, 2009 9:57 pm
Post 
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.


Fri Apr 10, 2009 10:47 pm
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 125 posts ]  Go to page Previous  1, 2, 3, 4, 5

Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software.