Search found 44 matches
- Tue Dec 14, 2004 8:16 pm
- Forum: Development
- Topic: Frame length
- Replies: 15
- Views: 10523
PAL mode has more scanlines?! I thought it just reduced the vertical blanking period to compensate for the increased resolution... e.g. 256x224 has 38 offscreen lines, and 256x239 has 23... If it did that, PAL wouldn't be slower than NTSC... since VBlank would be much shorter. There's some good inf...
- Sun Dec 12, 2004 11:30 pm
- Forum: Development
- Topic: Shouldn't instruction pointer wrap around in a 64K bank?
- Replies: 23
- Views: 14521
- Sat Dec 11, 2004 5:07 am
- Forum: Development
- Topic: guesstimated Instruction Operation table for SPC700
- Replies: 0
- Views: 2318
guesstimated Instruction Operation table for SPC700
You know table 6-7 in the W65C816S datasheet? The one with a description of what the CPU is doing in each cycle of each instruction? In order to get to the point of cycle-accurate emulation, we'll eventually need a similar table for the SPC700. I couldn't find a datasheet or anything, so I've been t...
- Sat Dec 11, 2004 2:35 am
- Forum: Development
- Topic: VBlank and PPU registers
- Replies: 2
- Views: 5304
Blocking off $2100-$213f seemed the most logical to me, but that causes hundreds of graphical errors. Blocking off just $21:18,19,21,22,39,3a,3b (vram and cgram read/write) results in all games working fine though. According to anomie's doc, everything from 2101 to 2133 is not accessible while draw...
- Thu Dec 09, 2004 8:19 am
- Forum: Development
- Topic: Shouldn't instruction pointer wrap around in a 64K bank?
- Replies: 23
- Views: 14521
Cool. In summary, PBR and bank 0 reads will wrap within their bank, and other (DBR or long address) reads will carry over into the next bank. As far as I can tell, everything you tested there is consistent with the datasheet. Direct -- d: Word reads in native mode will carry across pages (can't tell...
- Tue Dec 07, 2004 10:12 pm
- Forum: Development
- Topic: Perfecting 65816 master cycle timing
- Replies: 42
- Views: 28380
While yes, the hardware -should- be perfect... it's smallest unit of time measurement is a master cycle. What if something takes 1.0001 master cycles, and another operation takes 0.9999998 master cycles? The purpose of a clock is to synchronize operations across a chip or set of chip(s). The actual...
- Tue Dec 07, 2004 10:04 pm
- Forum: Development
- Topic: Perfecting 65816 master cycle timing
- Replies: 42
- Views: 28380
The data sheet isn't for the exact same CPU. While that is true, I wouldn't expect the CPU core to be any different. They already had a perfectly working core--why fiddle with it? They would just design an asic with the stuff Nintendo wanted, and stamp the core down in the middle of it. But they mi...
- Tue Dec 07, 2004 5:21 pm
- Forum: Development
- Topic: Perfecting 65816 master cycle timing
- Replies: 42
- Views: 28380
Although I have no proof nor tests to back this up, I don't believe the master cycle counter is always perfectly accurate, and that all opcodes always execute at the exact same speed no matter what. I believe that all opcodes should execute in the exact number of CPU cycles shown in the data sheet ...
- Tue Dec 07, 2004 4:59 pm
- Forum: Development
- Topic: Shouldn't instruction pointer wrap around in a 64K bank?
- Replies: 23
- Views: 14521
I don't like the idea of using architecture-specific code in my work. It rules out the possibility of porting your code, should the need ever arise, in the future. Lol yeah, I forgot to mention all the interesting parts of this would be in assembly and I don't much care about porting to anything bu...
- Tue Dec 07, 2004 9:01 am
- Forum: Development
- Topic: Question about open-bus reads
- Replies: 6
- Views: 5040
I also found that IO cycles do not affect Open Bus, even though the datasheet specifies an address on the address bus. That makes sense. The datasheet probably just specifies what is visible on the address pins so people developing hardware to connect to the CPU know what to expect in each cycle. F...
- Tue Dec 07, 2004 8:55 am
- Forum: Development
- Topic: Perfecting 65816 master cycle timing
- Replies: 42
- Views: 28380
I guess there is no way to cause the test loop to be an odd number of master cycles long. But you should at least make sure the length of an iteration in master cycles it is not divisible by 4, to avoid systematic bias (every iteration starting at mid-dot, or every iteration starting at a dot bounda...
- Tue Dec 07, 2004 8:38 am
- Forum: Development
- Topic: Shouldn't instruction pointer wrap around in a 64K bank?
- Replies: 23
- Views: 14521
FYI, i'm working on fixing snes9x's timing. I'm glad you continue to improve the timing in snes9x, since it is the best emulator available for most platforms (some would say all :)) and a good resource for others who are trying to learn about SNES emulation. BTW, the only way I can think of for the...
- Tue Nov 30, 2004 12:15 am
- Forum: Development
- Topic: latest cvs compile error
- Replies: 11
- Views: 6834
A few weeks ago I compiled wip sources with the freely available 2003 version of the MS compiler. I used the include and lib directories from MSVC6, but only for files not supplied with the 2003 compiler. I used the DirectX 9.0 SDK. It compiled fine and it seemed to work--but I didn't test the resul...
- Sun Nov 28, 2004 6:03 pm
- Forum: Development
- Topic: latest cvs compile error
- Replies: 11
- Views: 6834
IIRC, MSVC6 was released a long time before 99
I guess you will need the common gorp, something like:
(I didn't test this, it might contain typos)
I guess you will need the common gorp, something like:
Code: Select all
#ifdef _MSC_VER
typedef __int64 INT64;
typedef unsigned __int64 UINT64;
#else
typedef long long INT64;
typedef unsigned long long UINT64;
#endif
- Sun Nov 28, 2004 5:55 pm
- Forum: Development
- Topic: latest cvs compile error
- Replies: 11
- Views: 6834
- Sat Nov 27, 2004 12:03 am
- Forum: Development
- Topic: Update on MinGW convertion project...
- Replies: 37
- Views: 21696
DirectX 8.0 SDK w/ D3DX Import Libraries is not compatible completely with the ZSnes sources. There is simply too much conflict within the winlink.cpp code due to the heavy usage of very strict VC-only code to be compatible with GCC. So I declare the project dead but not buried. Out of curiosity, w...
- Wed Nov 24, 2004 6:05 pm
- Forum: Development
- Topic: Can ZSNES be built successfully using MinGW?
- Replies: 56
- Views: 29895
- Wed Nov 24, 2004 6:02 pm
- Forum: Development
- Topic: What is JMA?
- Replies: 102
- Views: 65793
All this talk of falsifying hashes on headers is ridiculous. In order to put a header on a ROM, the tool would have to be able to calculate the proper hash for it. Anybody else who wanted to make their own header could obviously do that too...we aren't talking about digital signatures here! ;) The h...
- Wed Nov 24, 2004 3:07 am
- Forum: Development
- Topic: Can ZSNES be built successfully using MinGW?
- Replies: 56
- Views: 29895
- Wed Nov 24, 2004 2:54 am
- Forum: Development
- Topic: What is JMA?
- Replies: 102
- Views: 65793
- Tue Nov 23, 2004 6:20 am
- Forum: Development
- Topic: What is JMA?
- Replies: 102
- Views: 65793
JMA features an incredible efficiency of compression for roms. For single OR solid archives, jma is better than zip, rar, and 7z. Sounds cool! Now if we could only get some sort of universal header onto SNES roms so that future emulators did not have to heuristically detect the correct memory mappi...
- Tue Nov 23, 2004 6:12 am
- Forum: Development
- Topic: Can ZSNES be built successfully using MinGW?
- Replies: 56
- Views: 29895
Same headers, different convention. I think omiting the .h is the correct version, but I'm not sure. Actually they are not the same. <iostream.h> and friends date back to before C++ was standardized some time around 1997. Namespaces were not in fashion yet, the .h headers defined their symbols in t...
- Tue Nov 23, 2004 5:49 am
- Forum: Development
- Topic: Can ZSNES be built successfully using MinGW?
- Replies: 56
- Views: 29895
- Tue Nov 23, 2004 4:34 am
- Forum: Development
- Topic: What is JMA?
- Replies: 102
- Views: 65793
What is JMA?
Forgive my ignorance. I am curious--what is this new JMA support Nach has been adding?
It sounds like a compressed file format, but what exactly is it good for?
Can it do things that you can't do with an ordinary .zip file? Is it used by other SNES tools or something?
It sounds like a compressed file format, but what exactly is it good for?
Can it do things that you can't do with an ordinary .zip file? Is it used by other SNES tools or something?
- Sun Nov 21, 2004 4:28 am
- Forum: Development
- Topic: Can ZSNES be built successfully using MinGW?
- Replies: 56
- Views: 29895