Search found 774 matches

by qwertymodo
Mon Nov 07, 2016 7:36 pm
Forum: SNESdev
Topic: MSU-1 support in Snes9x
Replies: 20
Views: 7677

Re: MSU-1 support in Snes9x

No problem, it was a lot of fun (except for the whole two days I should have just stayed in bed and off the internet thing :P), and it's always really neat to make something that actually *works*. I don't code nearly enough, and part of the problem is not being any good at coming up with ideas, so h...
by qwertymodo
Mon Nov 07, 2016 6:10 pm
Forum: SNESdev
Topic: MSU-1 support in Snes9x
Replies: 20
Views: 7677

MSU-1 support in Snes9x

Just a little something I've been working on for the last week or so... https://youtu.be/RhdW-HxwyPg If anybody would like to test it out: Windows binaries Linux source I could really use feedback on any desync issues. BS-Zelda would be a good one to test for that. Caveat emptor, I'm not 100% sure w...
by qwertymodo
Sat Oct 29, 2016 10:53 pm
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 172361

Re: bsnes-plus and xkas-plus (new debugger and assembler)

Awesome! That'll be super helpful debugging msu-1 video code. While you're at it, I hope you can fix up that issue where the PPU registers dialog is blank in the accuracy profile.
by qwertymodo
Fri Oct 21, 2016 10:25 pm
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 10088

Re: NMI vs IRQ

Would it be hard to make some tiles 8-bit and others 4-bit using BG1 and BG2 of mode 3? If you can recognize which tiles in each frame don't need the extra bit depth, that can save you some bandwidth. Yeah, but then you need two tilemaps, and they both need updating. Worst-case bandwidth is actuall...
by qwertymodo
Fri Oct 21, 2016 7:50 pm
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 10088

Re: NMI vs IRQ

Ok, 256x152 it is. It definitely looks better, so there was certainly a point to be made about the old AR not looking good, but at this point, I don't think you can really argue that the remaining AR correction would make up for the eyesore that is vertical pillarboxing. http://i.imgur.com/Yukud5j.p...
by qwertymodo
Thu Oct 20, 2016 12:07 pm
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 10088

Re: NMI vs IRQ

To me, the aspect ratio is a bigger issue than the sidebars, but it's your project... Yes, I understand that objectively 240x160 is better, but in practice, aspect ratio isn't really that noticeable unless 1) it's an actual photograph where you can tell proportions of real objects are off, or 2) yo...
by qwertymodo
Thu Oct 20, 2016 10:55 am
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 10088

Re: NMI vs IRQ

I really don't want to do 240x160, the side bars always looked weird to me in smkdan's original. However, I will definitely look into 256x152. I'll have to scroll BG1 to recenter it, but that's pretty straightforward, right?
by qwertymodo
Thu Oct 20, 2016 7:17 am
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 10088

Re: NMI vs IRQ

That's what I'm doing, it's the last block that's the limiting factor, since you need to upload it all in one frame. The larger your visible window, the more data you need to upload in the last frame, while at the same time having fewer lines to do it. I'm not sure how much more data I can pull off,...
by qwertymodo
Wed Oct 19, 2016 11:43 pm
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 10088

Re: NMI vs IRQ

265x152 wouldn't be the right aspect ratio. The correct ratio is actually 256x141.8, so I'm just calling it 142 and adding 1 black line on top and bottom.
by qwertymodo
Wed Oct 19, 2016 8:40 pm
Forum: SNESdev
Topic: DMA Ending prematurely
Replies: 7
Views: 2860

Re: DMA Ending prematurely

byuu wrote:If you have stz $420c in your code, then that won't happen.
That did the trick, thanks!
by qwertymodo
Wed Oct 19, 2016 8:08 pm
Forum: SNESdev
Topic: DMA Ending prematurely
Replies: 7
Views: 2860

Re: DMA Ending prematurely

I'm using bsnes-plus and higan v101. Here is the relevant section of code. I can paste more if you need it. It works fine in my own standalone test ROM, but inserting it into the ROM hack results in almost nothing getting transferred in the first frame, and then subsequent frames which upload only a...
by qwertymodo
Wed Oct 19, 2016 7:42 pm
Forum: SNESdev
Topic: DMA Ending prematurely
Replies: 7
Views: 2860

DMA Ending prematurely

After getting my MSU-1 video player working, I'm trying to integrate it into a ROM hack, and I'm having issues with DMA transfers into VRAM ending prematurely. I've already disabled interrupts via stz $4200 and sei, and I'm inside of a forced blank, what else might cause this? Watching the VRAM view...
by qwertymodo
Wed Oct 19, 2016 7:30 pm
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 10088

Re: NMI vs IRQ

93143 wrote:...wait, I thought you said the source video was 256x144...
The original source is 320x176, letterboxed to 320x240. The final output is running at 256x144, letterboxed to 256x224
by qwertymodo
Tue Oct 18, 2016 10:00 pm
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 10088

Re: NMI vs IRQ

I wrote my own png to bitplane converter in C++. So, if I implement any of the custom dithering algorithms, like one of these , I'll do it in there. I might also put the resizing in there as well to avoid that extra step as well. For now, I'll give color quantizer a shot. At the very least, I need t...
by qwertymodo
Tue Oct 18, 2016 4:17 pm
Forum: GBDev
Topic: Gameboy FPGA Cartridge
Replies: 17
Views: 17128

Re: Gameboy FPGA Cartridge

Rüdiger wrote:Disabling SRAM writes 'fixes' the problem and has some interesting effects on some games :) .
IIRC, SRAM is supposed to be write-disabled on the MBC5 at boot, and only enabled by writing 0x0A to 0000-1FFF. That might do it.