Search found 92 matches

by d4s
Sun Dec 19, 2010 6:02 am
Forum: SNESdev
Topic: Palette starting address' in CGRAM
Replies: 11
Views: 4254

I have found however that my BG1 and BG2 map data, even if they both use palette 0 (ppp=000) I have to rewrite the palette low/high color bytes at colors 32 onwards in CGRAM for BG2 to show properly. (Even though BG2 has been written to $2118 with ppp set to 0.... is this odd?). I have some sample ...
by d4s
Thu Aug 12, 2010 3:03 pm
Forum: SNESdev
Topic: Project SNES
Replies: 14
Views: 5822

Tempted, but I'm in way over my head with projects right now. :(

Very nice looking game, though!
Reminds me of the Battletoads in Battlemaniacs bonus stages.
by d4s
Thu Aug 12, 2010 2:50 pm
Forum: SNESdev
Topic: Snes special chips
Replies: 11
Views: 5249

Cartridges will use your standard Parallel Static RAM chips with response times around what SNES MaskROMs were, so as fast as 120ns to no slower than 200ns. No game will game SRAM and another form of RAM in it, that wouldn't have made much sense in costs. Again most SNES games contain a 8kbyte para...
by d4s
Thu Aug 12, 2010 8:22 am
Forum: SNESdev
Topic: /CART IRQ
Replies: 1
Views: 2005

Re: /CART IRQ

Sorry in case i am missing something obvious here, but i can't seem to find info on if/how I can trigger an IRQ on the /CART line from software. Is that possible at all? Thanks! I assume you're referring to the /IRQ line on the cartridge connector, not the /CART line. Unless I'm completely mistaken...
by d4s
Mon Jun 14, 2010 3:05 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 7818

I would be careful about trying to use every last potential piece of VBLANK time. I'd say not trying to use all the VBLANK time you got would be a waste. What I usually do is to set up a dma queue that tries to upload as much as possible during blanking, but check how much time is left after each t...
by d4s
Mon Jun 07, 2010 11:55 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 17336

Yeah, I tried this once when the documents appeared, but didn't get very far. I hooked up all HVCMODE-pins to a switch and wrote a small test-ROM. What I did then was to boot in normal SHVC mode, fill VRAM & Palette with some crap, write to a couple of NES display & sound register adresses in a loop...
by d4s
Mon May 31, 2010 6:37 am
Forum: SNESdev
Topic: HDMA problem
Replies: 2
Views: 4334

Hard to say without access to the ROM or sourcecode, but typical problems include: -HDMA and DMA share the same channels. Make sure you don't accidently use one channel for both at the same time (I usually reserve channel 0 for DMA and use 1-7 for HDMA). -Make sure your HDMA tables are zero-terminat...
by d4s
Mon May 17, 2010 1:40 pm
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 60243

Re: Fastrom patches?

Hello everybody, we all know that quite some SNES games run in slowrom mode. Games like Super R-Type or Gradius III, which suffer from slowdown problems. My question is: has anyone so far attempted to patch these games using fastrom, with the chance to make the code execute faster and thus eliminat...
by d4s
Sat Feb 27, 2010 4:07 am
Forum: SNESdev
Topic: SPC data upload
Replies: 99
Views: 27635

You got problems with random data corruption/crashes on the spc? This is almost certainly caused by the echo buffer, as you already suggested. I believe I disabled echo in my music player because I didn't want to waste any precious RAM, but I did try it once. Absolutely make sure that you initialize...
by d4s
Tue Jan 12, 2010 4:14 pm
Forum: SNESdev
Topic: SNES PowerPak 1.03b mappers
Replies: 31
Views: 13593

It is an interesting piece of hardware, though. The base unit has battery-backed RAM and an RS232 interface IIRC. A PCB-shot should be in there somewhere: http://dforce3000.de/?p=filedump&srch=exertainment Will send it over if you ever feel like emulating it. Really appreciate the offer, but I real...
by d4s
Tue Jan 12, 2010 3:56 pm
Forum: SNESdev
Topic: SNES PowerPak 1.03b mappers
Replies: 31
Views: 13593

First impressions: -Autosave works great! (How about auto-loading *.srm files that have a filename equal to the ROM's that's been selected for loading?) -2Mbit hirom games don't work yet.(example: Hungry Dinosaurs. Not valid by official Nintendo specs, but how about having a minimum bootable filesiz...
by d4s
Tue Jan 12, 2010 11:15 am
Forum: SNESdev
Topic: SNES PowerPak 1.03b mappers
Replies: 31
Views: 13593

$21FF is used for the SDRAM DMA port, so that won't be moving. Might work to use the DMA=0 config option so it never touches that port. Sounds like cool hardware tho! Thanks, that's good to know! Using $21c0-$21c3 myself here. I'm pretty sure the PowerPak was outputting data on the whole upper $21x...
by d4s
Mon Jan 11, 2010 1:25 pm
Forum: SNESdev
Topic: SNES PowerPak 1.03b mappers
Replies: 31
Views: 13593

Great to see continued support for the PowerPak, will report back any problems encountered by the end of the week. Zoigl wrote: are you already in conversation with d4s for the ultra 16 save-compatibility ? Don't know what that is... When the PowerPak has switched to SRAM saving mode after holding r...
by d4s
Sun Jan 03, 2010 2:07 pm
Forum: SNESdev
Topic: Using the SNES PowerPak for development
Replies: 14
Views: 6884

I'd really, really love to see at least some snippet of visually verifiable homebrew code working with the PowerPak. If anyone gets anything working, please drop me a line here. I'm desperate to see something work. Oh, and here's a shameless self plug: If you want to see homebrew code that runs per...
by d4s
Sat Jan 02, 2010 6:10 pm
Forum: SNESdev
Topic: Using the SNES PowerPak for development
Replies: 14
Views: 6884

Expand the ROM to 4 Mbit and it will most likely work.
PowerPak appears to have problems with smaller ROMs.