Search found 2835 matches
- Tue Nov 28, 2017 12:09 pm
- Forum: GBDev
- Topic: Fixing ROMs for EMS 64 GB Smart Card USB
- Replies: 334
- Views: 166952
Re: Fixing ROMs for EMS 64 GB Smart Card USB
Do you mean you are using the SmartCard 64M USB or something else?
- Fri Nov 24, 2017 11:59 am
- Forum: SNESdev
- Topic: Super FX Assembler
- Replies: 19
- Views: 12308
Re: Super FX Assembler
Not here. And generally I don't think it's floating around the internet. It could be out there but it can't be posted here for the same reason you can't post the ROM here.
- Tue Nov 07, 2017 7:34 pm
- Forum: SNESdev
- Topic: Introducing the VeriSNES (FPGA-based SNES)
- Replies: 307
- Views: 178175
Re: Introducing the VeriSNES (FPGA-based SNES)
Time will tell if these systems have such issues. But unlike the original silicon these FPGA designs could always be updated to iron out issues. Hopefully they won't have such problems with accuracy. But even then it's not like the gold standard (original hardware) is going to all disappear right wh...
- Tue Nov 07, 2017 3:46 pm
- Forum: SNESdev
- Topic: Introducing the VeriSNES (FPGA-based SNES)
- Replies: 307
- Views: 178175
Re: Introducing the VeriSNES (FPGA-based SNES)
It seems to be a bit unpleasant to find out Super Nt is released... However the fact that the both are useless fakes soothes the pain. The battle of fakes is coming: who will be more similar to the Original? It could be an exact hardware copy of the original but who needs it? Everyone needs a fake....
- Thu Oct 19, 2017 12:13 pm
- Forum: SNESdev
- Topic: Introducing the VeriSNES (FPGA-based SNES)
- Replies: 307
- Views: 178175
Re: Introducing the VeriSNES (FPGA-based SNES)
The Super Scope does have some nice games, two of which are Battle Clash and the sequel Metal Combat.
I definitely think any SNES clone should output analog RGB and should be compatible with the Super Scope on a CRT. The Super Scope can be a lot of fun.
I definitely think any SNES clone should output analog RGB and should be compatible with the Super Scope on a CRT. The Super Scope can be a lot of fun.
- Wed Oct 18, 2017 2:20 pm
- Forum: SNESdev
- Topic: Introducing the VeriSNES (FPGA-based SNES)
- Replies: 307
- Views: 178175
Re: Introducing the VeriSNES (FPGA-based SNES)
Just make your SNES console just a little bit cheaper than the competitors and then you will win in the end. Hahaha I'm sure you will do fine and have the communities support. Especially after all the hard work you did. It is quite an accomplishment. One stand out feature I'd like to see is Analog ...
- Wed Aug 30, 2017 11:17 pm
- Forum: Newbie Help Center
- Topic: Making a basic PPU (Fully working CPU)
- Replies: 24
- Views: 6175
Re: Making a basic PPU (Fully working CPU)
The simplest thing you can do to get games to display something is to first implement the PPU registers ($2000-$2007) to make sure that the basic settings work (pattern table addresses, sprite size, NMI generation, scroll, etc.) and that VRAM can be written to and read from. Then, you can create a ...
- Fri Aug 04, 2017 10:42 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 149940
Re: Why no SNES homebrew scene?
I would agree that artwork and music/dealing with the SPC are the biggest challenges for doing something on the SNES. The standards for audio and visual quality on the SNES can be pretty high among players when compared to the top licensed games. But if you can get the right people involved that are...
- Fri Aug 04, 2017 10:19 am
- Forum: SNESdev
- Topic: SNES PPU Problem
- Replies: 21
- Views: 8787
Re: SNES PPU Problem
That's the idea. It wouldn't make sense to part out a fully functional console.
- Wed Aug 02, 2017 7:09 pm
- Forum: SNESdev
- Topic: SNES PPU Problem
- Replies: 21
- Views: 8787
Re: SNES PPU Problem
I don't plan on doing any of that myself. I don't have those tools or skills to do that. But should I decide to get it done it would help to be pretty confident in which chip is bad. For the time being I did the more sensible thing and just acquired another unit.
- Wed Aug 02, 2017 3:05 pm
- Forum: SNESdev
- Topic: SNES PPU Problem
- Replies: 21
- Views: 8787
Re: SNES PPU Problem
Does anyone else have an opinion on which PPU is at fault? It'd be easier and cheaper to only have to replace 1 PPU chip and not both.
- Sat Jul 29, 2017 9:01 pm
- Forum: SNESdev
- Topic: SNES PPU Problem
- Replies: 21
- Views: 8787
Re: SNES PPU Problem
A bad connection between the PPU and VRAM would affect BGs as well as sprites, and I don't see how a bad connection between PPU1 and PPU2 could affect just one out of every 8 pixels like that (the pixel bus between the two chips carries one pixel at a time) I would guess that one of the on-chip dat...
- Fri Jul 28, 2017 11:46 am
- Forum: SNESdev
- Topic: SNES PPU Problem
- Replies: 21
- Views: 8787
Re: SNES PPU Problem
Is it safe to be touching the pins while the machine is running? I tried pressing down a bit on the chips but not on any pins because I am not sure if that is safe to do. If that is safe to do with a bare finger I will try that and see. How would I know if a pin lost its ability to drive a signal hi...
- Fri Jul 28, 2017 10:29 am
- Forum: SNESdev
- Topic: SNES PPU Problem
- Replies: 21
- Views: 8787
Re: SNES PPU Problem
Would that be something correctable? I don't have the SD2SNES currently though unfortunately. I do think that it might just be one of the PPU chips has had an internal failure. Unless somehow a connection on one of the chips became broken. Could that happen by pushing down too hard on a cartridge ma...
- Thu Jul 27, 2017 8:42 pm
- Forum: SNESdev
- Topic: SNES PPU Problem
- Replies: 21
- Views: 8787
Re: SNES PPU Problem
The reason I'm not sure it's the VRAM connection is the errors do not flip when the sprites are flipped. They stay in the same place of where the sprite cells are, it doesn't matter about the pattern data it's fetching. Atleast that's what I think is happening. So might it be some connection between...