Search found 92 matches

by d4s
Wed Feb 08, 2012 3:18 pm
Forum: SNESdev
Topic: Road Blaster, now also on SNES
Replies: 40
Views: 11614

Greg2600 wrote:Road Blasters on BSNES says NTSC mode not supported.
Just for the record, the error message says
NTSC-mode is not supported yet
by d4s
Sat Jan 21, 2012 2:18 am
Forum: SNESdev
Topic: Practical audio streaming while limiting kbps and CPU usage
Replies: 29
Views: 7385

Tepples, I was talking about something that would work with the power pak and if possible emulators (at least BSNES) of course. Is it really possible to use HDMA to transfer data to the SPC ? Even if this is possible I bet the bitrate would be very low (something like 200 bytes per frame or somethi...
by d4s
Thu Dec 29, 2011 4:40 pm
Forum: SNESdev
Topic: Road Blaster, now also on SNES
Replies: 40
Views: 11614

As long as you only use it for one data stream, that should be easy. You only need more expensive parallel NOR flash when you want to have two things hitting the storage at different areas simultaneously (audio track + data stream simultaneously.) [that, or you need a really fast chip and lots of b...
by d4s
Wed Dec 28, 2011 5:50 am
Forum: SNESdev
Topic: Road Blaster, now also on SNES
Replies: 40
Views: 11614

What is that cart you are using to load this massive game on your Snes? I think I can see an SD slot at the top but don't think any of the available snes flash cart could support such a massive rom... It's called sd2snes . Sd2snes is a flashcart of sorts and features the only hardware implementatio...
by d4s
Mon Nov 14, 2011 12:40 pm
Forum: SNESdev
Topic: Christmas Craze source code
Replies: 10
Views: 3892

Very nice release, thank you!
by d4s
Sun Sep 18, 2011 3:48 am
Forum: SNESdev
Topic: How KON and KOF registers of DSP work?
Replies: 9
Views: 2736

Your problem is most likely related to timing.
To put it bluntly, writing to KON/KOFF in fast succession causes problems.
Refer to Anomie's S-DSP Doc.
by d4s
Sun Sep 04, 2011 11:28 am
Forum: SNESdev
Topic: NES to SNES - JML/JSL/Bankswitching - Myth Help/Assistance!
Replies: 5
Views: 2673

Hamtaro126 wrote: And I will give credit when used, if nessicary.
Don't mention it, it's nothing.
But please report back when you're making progress, I'm curious!
by d4s
Fri Sep 02, 2011 7:37 am
Forum: SNESdev
Topic: NES to SNES - JML/JSL/Bankswitching - Myth Help/Assistance!
Replies: 5
Views: 2673

EDIT: If you have the code for your NES Port, Can you please share? (Without the actual game code, of course.) Yeah, in case this ever yields something presentable, I'll release the full sourcecode. Regarding the topic of bankswitching and long jumps: IMHO, the only correct way to do this is to rep...
by d4s
Tue Aug 30, 2011 4:26 am
Forum: SNESdev
Topic: NES to SNES - JML/JSL/Bankswitching - Myth Help/Assistance!
Replies: 5
Views: 2673

The way you stated your question is vague and I don't really get what the myth you're talking about might be. Here's how I understand it: You want to port NES games to the SNES and you have a problem rewriting the PRG-ROM bankswitching parts to work on the SNES. I started to port a NES game myself a...
by d4s
Sat Feb 19, 2011 9:15 am
Forum: SNESdev
Topic: How to run BS Excitebike - Bunbun Mario on PowerPAK?
Replies: 10
Views: 6918

No problem, glad I could help. =)
by d4s
Fri Feb 18, 2011 2:38 pm
Forum: SNESdev
Topic: How to run BS Excitebike - Bunbun Mario on PowerPAK?
Replies: 10
Views: 6918

It's dangerous to go alone!
Take this.
by d4s
Mon Feb 14, 2011 3:04 pm
Forum: SNESdev
Topic: Super Gameboy ROM access
Replies: 13
Views: 5547

In practice, I found that if one removes the GB game with the system power on, the saveram gets corrupted. Even worse, I did that with a 100%'d Kirby's Dream Land 2. I'd say that every game cartridge that doesn't implement some sort of write protection for its savegame memory(as opposed to the SA-1...
by d4s
Thu Feb 03, 2011 11:35 pm
Forum: SNESdev
Topic: Super Gameboy ROM access
Replies: 13
Views: 5547

The SGB boot ROM inside the Game Boy portion transmits the Nintendo copyright logo for bootup verification, but that is it. Also most of the GB ROM "header" (or information sector or whatever), if I might add. Thus, the SNES is able to determine name, mapper etc. of the inserted Gameboy game. How w...
by d4s
Sun Dec 19, 2010 7:18 am
Forum: SNESdev
Topic: Palette starting address' in CGRAM
Replies: 11
Views: 4254

My assumption is that you have a bug somehwere in there. It is of course perfectly possible to assign palette entries 0 onwards to any background. VSNES, a savestate viewer, comes in pretty handy when figuring out display-related problems. Bsnes also has a VRAM and palette viewer in its debugger. O...