Search found 2834 matches

by MottZilla
Wed Nov 25, 2020 2:16 am
Forum: Other Retro Dev
Topic: Super Magic Drive
Replies: 10
Views: 20510

Re: Super Magic Drive

Update time! I got hold of an old DOS 486 laptop with a real floppy controller. Got it working, even with the 1.6 MB special format! A bit of a hassle, but I dumped the disk with an application called DISK2IMG. Then I transferred the image from the old laptop via a PCMCIA CF-card adapter, the CF ca...
by MottZilla
Wed Nov 25, 2020 1:41 am
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 91
Views: 9444

Re: Are High SNES Homebrew Expectations Justified?

I think a lot of the time people underestimate the other part of SNES (or insert any other system) homebrew. The part where you "make a game". Designing and developing and actually completing any game is a big task. Developing a game or any program on a platform you aren't used to is going to introd...
by MottZilla
Mon May 20, 2019 6:51 pm
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 65400

Re: Fastrom patches?

Well Gradius III did end up getting the SA-1 treatment.

https://github.com/VitorVilela7/SA1-Roo ... radius-III
by MottZilla
Mon Mar 11, 2019 5:30 pm
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 65400

Re: Fastrom patches?

Optimization on stock hardware is more impressive. I agree, however given that SD2SNES supports SA-1 now it wouldn't be a bad alternative way to try to eliminate or reduce slowdowns in performance. Of course seeing what is possible with only enabling FastROM and optimizing some code has a special q...
by MottZilla
Wed Mar 06, 2019 9:05 pm
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 65400

Re: Fastrom patches?

whicker wrote:For Gradius 3, look here:
http://www.romhacking.net/forum/index.php?topic=27609.0
Nice to see someone making progress on the idea of improving Gradius III.
by MottZilla
Tue Jan 15, 2019 2:36 pm
Forum: Other Retro Dev
Topic: Game doctor SF7 Help
Replies: 3
Views: 11404

Re: Game doctor SF7 Help

If you take a cheap PAL game and remove its CIC and replace the NTSC CIC chip inside the GDSF it will work. Otherwise if you do a lockout chip disable mod to the console that would work as well. You'll have to desolder the CIC from the PAL game but inside the GDSF it might be in a socket which would...
by MottZilla
Thu Dec 27, 2018 10:47 pm
Forum: Other Retro Dev
Topic: Game doctor SF7 Help
Replies: 3
Views: 11404

Re: Game doctor SF7 Help

Most Game Doctor SF units are NTSC. Is your CIC in the PAL console disabled or are you certain the CIC in the GDSF is a PAL CIC?
by MottZilla
Tue Jul 31, 2018 1:20 pm
Forum: Newbie Help Center
Topic: Editing ROM Instructions/ Creating Game Genie Codes?
Replies: 21
Views: 6768

Re: Editing ROM Instructions/ Creating Game Genie Codes?

LDA is the instruction Load Accumulator. It is the primary register on the 6502 cpu family. STA is Store Accumulator. X and Y are Index registers which can be used to access a memory location plus the value of the index. This way you can access a string or array of values by adding the index to the ...
by MottZilla
Mon Jul 30, 2018 12:37 pm
Forum: Newbie Help Center
Topic: Editing ROM Instructions/ Creating Game Genie Codes?
Replies: 21
Views: 6768

Re: Editing ROM Instructions/ Creating Game Genie Codes?

Put a write breakpoint on the address you say is $6120. Start your new game and watch for $0A to be written to the address. The breakpoint will stop execution whenever $6120 is written which it might be written to more than just once. You'll want to see when it has the value you want to replace bein...
by MottZilla
Sat Jun 09, 2018 7:35 pm
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 57599

Re: How well can Metal Slug backgrounds be recreated with ti

It seems that the only possible bottleneck is system RAM Of course it is,and as you can see, even with 24Mb of RAM(main+VRAM) the loadings are frequent(we can conclude there is a lot of VRAM transferts),so if you can have the benefit of a cartridge speed, you are inevitably limited by the amount of...
by MottZilla
Thu Mar 08, 2018 11:18 am
Forum: NES Hardware and Flash Equipment
Topic: Questforge mapper info
Replies: 52
Views: 40891

Re: Questforge mapper info

Bananmos wrote: But I'm guessing it's having the same problem with missing level translation?
Yes. All the board appears to do is try to convert the 5V power supply to 3V for powering the 3V parts. It doesn't account for the different voltage levels of all signals like address and data lines.
by MottZilla
Mon Feb 26, 2018 9:41 pm
Forum: Newbie Help Center
Topic: CNROM (mapper 3) graphical glitches
Replies: 2
Views: 3426

Re: CNROM (mapper 3) graphical glitches

Post a picture if possible. Your banking routine could be flawed or your rendering. Copying data is not a good idea. It's possible you are copying over and corrupting data maybe. Or post code from some of your routines.
by MottZilla
Sun Feb 18, 2018 11:36 am
Forum: SNESdev
Topic: Cartridge-based INL ROM flasher?
Replies: 8
Views: 4921

Re: Cartridge-based INL ROM flasher?

Byuu has made some requests for me to make a 21FX SNES bootloader device available for purchase as a dev tool. I may target a cartridge pass through version instead of exp port device though due to complications of aquiring/manufacturing a SNES EXP port female connector. If I can make that project ...
by MottZilla
Fri Feb 09, 2018 1:16 pm
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 170880

Re: Introducing the VeriSNES (FPGA-based SNES)

Much of the APU information would have first been obtained or leaked from development documents and more information probably became available due to emulation projects. No decapping involved. If you want to create a SNES APU in a FPGA perhaps cloning the CPU of the APU module would be the first log...
by MottZilla
Wed Feb 07, 2018 4:04 pm
Forum: Newbie Help Center
Topic: Mapper Suggestions
Replies: 14
Views: 4529

Re: Mapper Suggestions

The introduction cut scene to my game is graphic intensive. It consists of a 13 pages each with their own text and images (which can't all fit in the same bank). Currently I have all but 2 of them programmed as separate ASM files which I eventually need to merge together into something much more me...