Search found 227 matches

by nitro2k01
Sun Aug 11, 2019 10:12 am
Forum: SNESdev
Topic: Save State/Load State GUI in emulators...
Replies: 36
Views: 13562

Re: Save State/Load State GUI in emulators...

Are that really screenshots, or are the pictures rendered on the fly from the savestate data? Screenshots would be a bit lame. I think using a screenshot is really the only way to get it frame accurate. If you pause the the emulation and save state, you would need to save the state from one frame a...
by nitro2k01
Fri Aug 02, 2019 10:02 am
Forum: Web Issues
Topic: 500 internal server error
Replies: 3
Views: 9649

500 internal server error

I got 500 internal server error twice now when posting in this thread. ISSOtm reported seeing the same thing. The post was successfully submitted though. I did try to make a test reply in the test forum and didn't get a server error then, so maybe the error is localized entirely within my thread. Si...
by nitro2k01
Fri Aug 02, 2019 9:56 am
Forum: Test Forum
Topic: Hello from the internet
Replies: 7
Views: 45870

Re: Hello from the internet

Test reply.
by nitro2k01
Fri Aug 02, 2019 9:54 am
Forum: SNESdev
Topic: Odd SPC music loading in the SGB game Beach Volleyball
Replies: 5
Views: 4688

Re: Odd SPC music loading in the SGB game Beach Volleyball

I tried changing the patches so they don't disable interrupts (writing $31 instead of $01 to $4200) and I couldn't hear or see any ill effects from it. I tried this in both Volleyball and Animaniacs with thei respective patches. I also tried running them in both PAL and NTSC, on a region modded PAL ...
by nitro2k01
Fri Aug 02, 2019 9:01 am
Forum: SNESdev
Topic: Odd SPC music loading in the SGB game Beach Volleyball
Replies: 5
Views: 4688

Re: Odd SPC music loading in the SGB game Beach Volleyball

The patch in Beach Volleyball is functionally the same as the SOU_TRN patch that exists in some ROMs . But instead of intercepting the command handler and checking if the command ID=SOU_TRN, it's implemented as a routine that you call with JUMP. Otherwise it does the exact same thing: disables H+V i...
by nitro2k01
Fri Aug 02, 2019 5:04 am
Forum: SNESdev
Topic: Odd SPC music loading in the SGB game Beach Volleyball
Replies: 5
Views: 4688

Odd SPC music loading in the SGB game Beach Volleyball

I'm analyzing the Super Gameboy game Beach Volleyball because unlike most SGB games, it's using the SPC to play music. It's also interesting because it doesn't use the SGB command SOU_TRN to transfer the data. Instead it transfers code to the SNES which it calls to load the music. After the usual SG...
by nitro2k01
Thu Jan 24, 2019 10:53 am
Forum: GBDev
Topic: Game Boy CPU isn't a Z80. What is it?
Replies: 17
Views: 11186

Re: Game Boy CPU isn't a Z80. What is it?

gekkio wrote:* Interrupts are similar to GB, but not exactly the same (NMI, amount of interrupts). Note that CGB CPUs have an NMI pin though.... 8-)
Have you documented the details of this publicly anywhere?
by nitro2k01
Sun Nov 18, 2018 2:17 pm
Forum: GBDev
Topic: RGBDS "data" segment
Replies: 3
Views: 5936

Re: RGBDS "data" segment

I've solved this by having a bunch of macros that cover all relevant instructions. ;; Relocated code macros JPR: MACRO ; Relocated jump absolute jp \1+(RCODE-RCODE_S) ENDM JPRC: MACRO ; Relocated jump absolute conditional jp \1,\2+(RCODE-RCODE_S) ENDM CALLR: MACRO ; Relocated call call \1+(RCODE-RCO...
by nitro2k01
Mon Jun 25, 2018 12:27 pm
Forum: GBDev
Topic: What are the pins of a Game Boy cartridge for?
Replies: 5
Views: 8528

Re: What are the pins of a Game Boy cartridge for?

The Bung Pocket Voice apparently used the external input as well. However, this pin was also used on some flash cartridges as the /wr (write) signal for the flash chip, enabling the cartridge to be flashed with special hardware, while avoiding conflicts potential between the MBC and the flash chip. ...
by nitro2k01
Fri Apr 27, 2018 4:13 pm
Forum: GBDev
Topic: GBC to GB?
Replies: 9
Views: 6366

Re: GBC to GB?

It stands to reason that a game that was released as GBC exclusive is making use of the extra functionality in the GBC, and would be hard to port unless it was ridiculously unoptimized. If not, it would likely have been released as a dual platform game from the start.
by nitro2k01
Tue Apr 17, 2018 2:21 am
Forum: GBDev
Topic: 144p Test Suite (was: STN torture test)
Replies: 43
Views: 29890

Re: STN torture test

Out of curiosity I tried comparing my own compression algorithm to PB16. greenhillzone.u.chrgb: Uncompressed: 1744 bytes PB16: 921 bytes Mine: 1082 bytes I think this is basically down to encoding since I use a multibyte encoding So for example, it takes a 3 byte sequence to start a backtrack operat...
by nitro2k01
Tue Apr 10, 2018 10:54 pm
Forum: GBDev
Topic: 144p Test Suite (was: STN torture test)
Replies: 43
Views: 29890

Re: STN torture test

How would I set that up? There appears not to be HLE for the SGB firmware , and I'm told Game Boy boot ROM is hard to dump. Thankfully, I host the various boot ROMs . Todo: Add a hash list to that page for discoverability for people who may be looking for those files. Add the GBC boot ROM. Edit: Ad...
by nitro2k01
Tue Apr 10, 2018 2:55 pm
Forum: GBDev
Topic: 144p Test Suite (was: STN torture test)
Replies: 43
Views: 29890

Re: STN torture test

The official Super NES port of the 240p Test Suite was 512K last I checked, and the Super Game Boy allowed downloading only up to 64K last I checked. Is there source code for a Super NES program sending requests back to the Game Boy CPU so that it can request 4K of data at a time through the DATA_T...
by nitro2k01
Tue Apr 10, 2018 9:40 am
Forum: GBDev
Topic: 144p Test Suite (was: STN torture test)
Replies: 43
Views: 29890

Re: STN torture test

But not everybody can run 240p Test Suite. A. Someone owns a Super NES console, Super Game Boy accessory, and EverDrive GB, but no Super EverDrive or SNES PowerPak. It is not strictly true. The SGB contains facilities for downloading code into SNES RAM and running it. This should be enough to run a...
by nitro2k01
Fri Apr 06, 2018 2:36 am
Forum: GBDev
Topic: 16 byte per line hblank copy routine
Replies: 4
Views: 4681

Re: 16 byte per line hblank copy routine

Good idea. That might tip the balance up to integer counts for the OAM and VRAM cases, so 2 tiles or 3 entries. Although I'd have to confirm this on hardware to be sure. If nothing else, it would make the routine more likely to work despite the presence of sprites. The extra write is 24 clocks long ...