Search found 18 matches

by squall926
Thu Jun 06, 2019 3:21 pm
Forum: Other Retro Dev
Topic: SF-Memory menu on flashcart
Replies: 4
Views: 5359

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: 5359

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: 5359

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: 13818

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: 13818

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: 13818

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: 13818

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: 13818

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: 13818

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: 3780

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 ...
by squall926
Sat Jan 06, 2018 10:37 am
Forum: SNESdev
Topic: PSRAM FLASH cart
Replies: 14
Views: 3780

Re: PSRAM FLASH cart

This is the decoder i want to do. The MAD-1 Lo/Hi config i take from http://problemkaputt.de/fullsnes.htm and adapt a 74HC157, same o pin swap from ROM(this case PSRAM). STM32 read file from sdcard identifies if LO or HI and set muxs up for it. But I just want to do it once I can successfully run so...
by squall926
Sat Jan 06, 2018 5:58 am
Forum: SNESdev
Topic: PSRAM FLASH cart
Replies: 14
Views: 3780

Re: PSRAM FLASH cart

I remove the maskrom from a Old smw cart for test. Only after this work ill make me own decoder for hi and low rom. 1º If i put a true maskrom on this cart this work good. i tested with smw mask i own. 2º If i put this cart mod with PSRAM on arduino cart reader, it reader ok. Now, why snes read mask...
by squall926
Fri Jan 05, 2018 9:03 pm
Forum: SNESdev
Topic: PSRAM FLASH cart
Replies: 14
Views: 3780

Re: PSRAM FLASH cart

In anexo files, thank you for try help!

Image
by squall926
Fri Jan 05, 2018 7:51 am
Forum: SNESdev
Topic: PSRAM FLASH cart
Replies: 14
Views: 3780

Re: PSRAM FLASH cart

The SNES is a 5V CMOS device, and it does not have the ability to stop driving its outputs (i.e. control and address lines). Without any better data, I'd arbitrarily guess that you're back-powering the SNES through its overvoltage protection diodes. I solve this problem using a 74LS00 and /RESET fr...
by squall926
Wed Jan 03, 2018 7:07 pm
Forum: SNESdev
Topic: PSRAM FLASH cart
Replies: 14
Views: 3780

Re: PSRAM FLASH cart

That is correct for MX23C4001? A17 |01\/32| +5V A18 |02 31| /OE A15 |03 30| A19 A12 |04 29| A14 A7 |05 28| A13 A6 |06 27| A8 A5 |07 26| A9 A4 |08 25| A11 A3 |09 24| A16 A2 |10 23| A10 A1 |11 22| /CE A0 |12 21| D7 D0 |13 20| D6 D1 |14 19| D5 D2 |15 18| D4 GND |16 17| D3 I'm using a SHVC-1A5M-01, This...