SNES Doom development, Randy Linden

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calima
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Re: SNES Doom development, Randy Linden

Post by calima » Sat Jun 06, 2020 12:16 am

For something that niche, a rare expansion chip or a 200$ flashcard, don't count on anything happening unless you do it yourself.

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aa-dav
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Re: SNES Doom development, Randy Linden

Post by aa-dav » Sun Jun 07, 2020 7:50 pm

It's very interesting interview!
I didn't even know that SNES port was started as unofficial one.

I have read about SuperFX a little and it's architecture is very interesting one (at least for me).
It has 16 general registers (also there is a lot of control registers, but it's not important here) R0..R15, where R15 is instruction pointer, R11 - link register and some other specialized stuff.
R0 is accumulator by default. But in fact there are two internal registers Sreg and Dreg - they are numbers of source register and destination register.
After reset and in the end of execution of instructions which uses source/destination registers they are zeroed, that is are pointer to R0/accumulator.
But there are three instructions to change them:

Code: Select all

FROM Rn ; opcode 0xBn - sets Sreg to n
TO Rn   ; opcode 0x1n - sets Dreg to n
WITH Rn ; opcode 0x2n - sets Sreg and Dreg to n
And for example ADD instruction has parameter n in it's opcode like above:

Code: Select all

ADD Rn ; opcode 0x5n
It sums up Sreg with Rn and places result in Dreg.
That is ADD Rn adds Rn to R0 by default.
But sequence of instructions:

Code: Select all

FROM R3
TO R4
ADD R5
will write sum of R3 and R5 to R4.
Well, this is interesting.
Moreover - there is no dedicated "MOVE Rn, Rm" instruction code. Instead of that prefix instruction "TO Rn" works as "MOVE Rm, Rn" if it is preceded by "WITH Rm" instruction. That is "MOVE" is two-byte instruction reusing WITH/TO 1-byte prefixes.
Interestion instruction set and I think it's not RISC at all. It's full of prefixes/immediate data/different instruction formats.

However some things resemble RISC. For example there is no CALL instruction. Instead it has four LINK 1...LINK 4 instructions (opcodes 0x91-0x94) which copies R15+imm to R11 (link register). Usually this instruction is followed by immediate word transfer to R15 (PC) "IWT R15, #proc_addr16" and later R11 was used as return address. But different LINK offsets are used for different loading schemes of R15 instruction pointer.

So there are a lot of prefixes/extended opcodes/immediate data/specialised registers and asymmetries in operations for me to honestly claim that SuperFX architecture is RISC.

93143
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Re: SNES Doom development, Randy Linden

Post by 93143 » Mon Jun 08, 2020 12:24 am

That's what you get when you design a RISC chip with single-word instructions and an 8-bit bus. That just isn't enough bits for all the instructions that you'd want to pack with even one 4-bit register name, never mind two or three.

(There's also the fact that it was somewhat specialized for drawing graphics. The merge opcode doesn't make much sense until you realize it's ideal for texture mapping...)

I wonder how much more expensive a Super FX with full 16-bit external data busing would have been. Not only would memory access have been faster, but the instruction set would have had room to breathe. I imagine the instruction cache might have had to be a KB instead of 512 bytes... Memory compatibility with the S-CPU wouldn't have been an issue because it's easy to use the bottom address bit as a half-word selector...

93143
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Re: SNES Doom development, Randy Linden

Post by 93143 » Tue Jun 16, 2020 4:34 pm

So I've had a quick look through the Doom code in Mesen-S, and I don't see a whole lot of ldw; color; plot; swap; color; plot or anything like that. I do see a fair bit of getc; plot; plot; dec R1; dec R1; dec R2 (with other stuff mixed in, control code and branches and such). In other words: get a colour from the ROM buffer, draw two pixels to the coordinates (R1,R2) with R1 incrementing after each pixel, undo the autoincrement on the X-coordinate (R1), and decrement the Y-coordinate (R2).

(There's also some getb; color; plot; from R4; color; loop; plot, which by how the color sources are handled looks like it might be dither code (you can't autodither at 8bpp unless I'm greatly mistaken). And some plot; plot; plot; plot; plot; plot; plot; plot, which was amusing but I'm not sure what it could be for. Maybe it's for clearing the map screen, but why does it show up more than once? None of these methods appears to be using a secondary buffer or any way to run multiple columns at a time.)

Looks like Randy didn't try to get fancy with the renderer. Unless I missed something, or the debugger misinterpreted code as data somewhere, most things seem to be drawn directly with plot in individual columns of double pixels. Based on my understanding of the Super FX, I believe it is possible (at least with some CPU-ROM added; this game is pretty squished I'm told) to speed things up significantly.

Take with a grain of salt; I haven't done a thorough code review or anything...

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