Search found 2835 matches

by MottZilla
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?
by MottZilla
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.
by MottZilla
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...
by MottZilla
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....
by MottZilla
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.
by MottZilla
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 ...
by MottZilla
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 ...
by MottZilla
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...
by MottZilla
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.
by MottZilla
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.
by MottZilla
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.
by MottZilla
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...
by MottZilla
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...
by MottZilla
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...
by MottZilla
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...