Search found 23 matches

by squall926
Wed Sep 30, 2020 5:33 pm
Forum: SNESdev
Topic: Reset console from code in ram
Replies: 2
Views: 1961

Re: Reset console from code in ram

Thanks, I suspected it could be the bank, but I don't know for sure, so after your answer I set the target pointer of the buffer to 0x006000 and changed it to fffc according to your tip, and it worked.
Thank you!!!
by squall926
Wed Sep 30, 2020 7:02 am
Forum: SNESdev
Topic: Reset console from code in ram
Replies: 2
Views: 1961

Reset console from code in ram

Hi! I'm trying to do a software reset and testing the code below on PVSNESLIB. typedef unsigned char (*pFuncType)(void); pFuncType pFunc; const unsigned char reset_snes[] = { 0x78, // sei code 78 - Disable int 0xE2, 0x30, // sep #$30 code E2 - Reset Processor Status Bits. 0x38, // sec code 38 - Set ...
by squall926
Thu Feb 13, 2020 12:41 pm
Forum: SNESdev
Topic: Jump exection code to RAM
Replies: 6
Views: 3447

Re: Jump exection code to RAM

I got a cart with 4MB sram and a slow mcu(avr128). So when i need program the memory i block access on chips, and menu crash and after finish i do hw reset. I want copy a block code to internal ram and jump to it, so this way the menu keep work, and if possible, keep updating the bus with info about...
by squall926
Wed Feb 12, 2020 5:45 pm
Forum: SNESdev
Topic: Jump exection code to RAM
Replies: 6
Views: 3447

Re: Jump exection code to RAM

I do a function point in c, Tha's work after copy the function to ram. But sometimes crash. I think ill need do in asm.
In pvsneslib
by squall926
Mon Feb 10, 2020 3:15 pm
Forum: SNESdev
Topic: Jump exection code to RAM
Replies: 6
Views: 3447

Jump exection code to RAM

Hello!
How can load a code in internal ram and jump execution to this on snes, more precise pvsneslib? No tried code this but no idea how.

Thanks for attention!!!
by squall926
Thu Jun 06, 2019 3:21 pm
Forum: Other Retro Dev
Topic: SF-Memory menu on flashcart
Replies: 4
Views: 8386

Re: SF-Memory menu on flashcart

I see u make a lot things with consoles. what i trying do is a simple menu who start a rom at $x address. I think need jump to the address at $FFFC after manually setting the CPU into the same state it was after reset (8-bit mode, carry flag set). This simulates a reset. but i dont know to do this i...
by squall926
Wed Jun 05, 2019 6:13 am
Forum: Other Retro Dev
Topic: SF-Memory menu on flashcart
Replies: 4
Views: 8386

Re: SF-Memory menu on flashcart

I made a cart that loads a boot with menu. if I have a 4MB file with several mapped roms, how do I do the boot menu do the snes start x game. maybe a soft reset after setting the address bus. but how?
SF-memory is a cartride from Nintendo.
by squall926
Tue Jun 04, 2019 10:40 pm
Forum: Other Retro Dev
Topic: SF-Memory menu on flashcart
Replies: 4
Views: 8386

SF-Memory menu on flashcart

Hello!
anyway load a menu from SF-Memory on custom flashcart?
How boot code warp to rom address and start game?
by squall926
Mon Jan 28, 2019 3:42 pm
Forum: GBDev
Topic: How do GPU/PPU timings work on the Gameboy?
Replies: 17
Views: 19942

Re: How do GPU/PPU timings work on the Gameboy?

Hello, again!
After a while, manage to stabilize the Nintendo logo, but now on the rights screen I can not find the problem in the Tile. To see this screen I need to disable the bootrom.
The test roms only display lists on the screen.
Any idea what can be happening?
by squall926
Sun Jan 20, 2019 5:19 pm
Forum: GBDev
Topic: How do GPU/PPU timings work on the Gameboy?
Replies: 17
Views: 19942

Re: How do GPU/PPU timings work on the Gameboy?

I managed to run the bootrom, the Nintendo logo appeared. but ... does not roll from top to bottom, jumping on the screen. I could not find the GPU error. Needless to say, the CPU and the memory did not have much difficulty, but the GPU is my achilles canyon. private static final int MODE0 = 3; priv...
by squall926
Thu Jan 17, 2019 1:59 pm
Forum: GBDev
Topic: How do GPU/PPU timings work on the Gameboy?
Replies: 17
Views: 19942

Re: How do GPU/PPU timings work on the Gameboy?

Kkkkk, sorry for my terrible eng, I was referring to blargg's rom. and my question was about the dissassembler. all i see has an list of all the code already with values ​​how is this done. if I do a reset, the list goes back to $0100 and already has the other steps.
by squall926
Wed Jan 16, 2019 9:09 pm
Forum: GBDev
Topic: How do GPU/PPU timings work on the Gameboy?
Replies: 17
Views: 19942

Re: How do GPU/PPU timings work on the Gameboy?

I uses some ROM test and read on &FF02 byte writed on $FF01, always 0. And Program no finish. I believe got some inst nos work properlly, ill find. About dissassembler i see an Lot emulador that put Full code dissassemble on a list. Me debug Just print opcode in execution and result. The ideia ia re...
by squall926
Mon Jan 14, 2019 9:20 pm
Forum: GBDev
Topic: How do GPU/PPU timings work on the Gameboy?
Replies: 17
Views: 19942

Re: How do GPU/PPU timings work on the Gameboy?

Hello! I'm a layman in image processing, V-Blank, H-Blank, scanline, sprite, bg... never worked with this. but I found great sites explaining the operation of the GPU and Interruption, more and more I understand the operation better. looking now I have to implement the IO mapping in the MMU. What is...
by squall926
Sun Jan 13, 2019 8:19 am
Forum: GBDev
Topic: How do GPU/PPU timings work on the Gameboy?
Replies: 17
Views: 19942

Re: How do GPU/PPU timings work on the Gameboy?

IntensifyingRug, did you win the chalenger?
I'm done one chip8 emu and started one GameBoy, finished the CPU and half mmu but stop on GPU, no have ideia how do this part.
by squall926
Sat Jan 06, 2018 4:28 pm
Forum: SNESdev
Topic: PSRAM FLASH cart
Replies: 14
Views: 4657

Re: PSRAM FLASH cart

The SNES boots by reading a 16-bit address from $00FFFC. That code then usually switches into 65816 "native" mode and does a little more. Variations in boards change how ROM A15 and up are wired, which is why I was suggesting something tiny With a Small rom file ill need set unused Address pin low ...