Search found 321 matches

by Shonumi
Fri Nov 06, 2020 7:27 pm
Forum: GBDev
Topic: Super gameboy color?
Replies: 59
Views: 22475

Re: Super gameboy color?

I mean, if you're curious... I'm not that desperate. It's just an idea, and if it'll probably work that's good enough for me at the moment. I'm actually on vacation this week, so I don't have much else to do at the moment. Besides, feels good to do some Game Boy assembly coding once in a while :win...
by Shonumi
Thu Nov 05, 2020 2:54 am
Forum: GBDev
Topic: Super gameboy color?
Replies: 59
Views: 22475

Re: Super gameboy color?

Yes, that's what I meant - Mode 3. My interest is primarily in determining whether it's possible for a scanline to have more than 56 colours on it. If I have time, I can try to write a brief test ROM later today to see if any GBC palette writes during Mode 3 have any effect. I think LIJI or gekkio ...
by Shonumi
Wed Nov 04, 2020 11:51 pm
Forum: GBDev
Topic: Super gameboy color?
Replies: 59
Views: 22475

Re: Super gameboy color?

Quick question: how much of its palette can the CGB overwrite between one scanline and the next? It looks like GDMA can write two bytes per cycle, which would allow the whole palette to be rewritten in some cases. Is that true? Two things to keep in mind when talking about DMAs and palette changes ...
by Shonumi
Mon Sep 07, 2020 1:12 pm
Forum: GBDev
Topic: Sound 4 (Noise): Highest frequencies?
Replies: 17
Views: 7733

Re: Sound 4 (Noise): Highest frequencies?

A newer version of PanDocs is being constructed at the moment. You can find it here: https://gbdev.io/pandocs/ For the sound controller part specifically, you can see it here: https://gbdev.io/pandocs/#sound-controller There is still some older documentation left on the GBdev wiki page as well, but ...
by Shonumi
Mon Jul 27, 2020 11:15 pm
Forum: phpBB Issues
Topic: Anti-spam proposal
Replies: 30
Views: 10691

Re: Anti-spam proposal

Regarding the "new users' posts must be approved by mods", we've actually implemented such a system on a somewhat high profile/high volume forum for a couple of years now. It really cut down on spammers, and most of our new users didn't have any major problems with it (I can only recall maybe three ...
by Shonumi
Sun May 31, 2020 11:20 am
Forum: GBDev
Topic: Nintendo files a Gameboy emulation patent
Replies: 13
Views: 12684

Re: Nintendo files a Gameboy emulation patent

High resolution textures in a Game Boy emulator? Sounds neat, but I think someone beat Nintendo to that already...
by Shonumi
Sat Nov 23, 2019 7:20 pm
Forum: NESemdev
Topic: Study Box (iNES 186) Audio Tape Recording
Replies: 12
Views: 9231

Re: Study Box (iNES 186) Audio Tape Recording

I've always found the Study Box to be a fascinating add-on for the Famicom. Great to see progress reverse-engineering and emulating it. Awesome work!
by Shonumi
Tue Nov 12, 2019 9:09 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 14557

Re: Super Game Boy system extensions

Obviously code in the SNES side could continue doing this ... but it's a lot of overhead, and I can't figure out why it'd be worth doing so. Rather than doing it manually from RAM, I was thinking more along the lines of completely ignoring video from the Game Boy hardware. I was just entertaining t...
by Shonumi
Tue Nov 12, 2019 8:29 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 14557

Re: Super Game Boy system extensions

There's little reason to use the SGB's video output after switching to code running on the S-CPU, because the S-CPU has to start a new DMA every 8 gameboy scanlines to get the current contents. This is controlled by code from the SGB ROM though, correct? Would it be possible for the uploaded and ex...
by Shonumi
Tue Nov 12, 2019 6:32 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 14557

Re: Super Game Boy system extensions

I guess the fear was that JUMP would halt the clock to the Game Boy CPU. Exactly what I thought until recently. My line of thinking was that if you're going to be doing something like this, you're potentially handing total control over to SNES code at that point. SGB commands are no longer processe...
by Shonumi
Mon Nov 11, 2019 8:17 am
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 14557

Re: Super Game Boy system extensions

@tepples : It's early in the morning for me, so perhaps I missed something, but neither sources you posted mentions what exactly happens to the Game Boy side of things after the SGB Jump command is issued. I've used the GBdev wiki page as reference before, but it's still a bit lacking in this speci...
by Shonumi
Mon Nov 11, 2019 7:27 am
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 14557

Re: Super Game Boy system extensions

You can keep doing whatever you want on gameboy-side. Ie. with the jump you have control of both CPUs, you do lose any control by that. This information (along with what tepples posted) is missing from Pan Docs and other resources I've looked at. Might be obvious to people who have worked with SNES...
by Shonumi
Sun Nov 10, 2019 9:12 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 14557

Re: Super Game Boy system extensions

Something about the SGB that fascinated me as a kid was support for 4-player modes. Bomberman GB is the one I know best, followed by Wario Blast. You'd need the Super Multitap in addition to the controllers, SGB, and Game Boy game. Unfortunately, not a lot of games used it. In fact, it might be just...
by Shonumi
Mon Sep 30, 2019 4:52 pm
Forum: Other Retro Dev
Topic: Help with DS reverseing
Replies: 7
Views: 8388

Re: Help with DS reverseing

are there any tools that actually work on NDS, radare claims to but I was getting garbage out of it.. a see quite a few other reverse engineer tools that have GBA support but not NDS support.. no$gba is the best tool I've used for NDS debugging. I can't think of anything else that even comes close....
by Shonumi
Sun Sep 29, 2019 6:31 pm
Forum: SNESdev
Topic: Random Cave/Dungeon Generation
Replies: 6
Views: 5455

Re: Random Cave/Dungeon Generation

Lufia II had random floors generated for its "Ancient Cave" dungeon.