Search found 14 matches
- Sat Jul 12, 2008 7:04 am
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
Holy poons! Very fantastic work Neviksti (and Andreas Naive). Doubtful I'll be of any practical help - won't work on this till much later. IIRC: (1) = ..? This one throws out zero bytes really fast (2) = 2/4-bpp SNES bitmaps The one that recalls to memory from FEOEZ: (2) 13 C0 89 80 00 00 00 00 --> ...
- Thu Jul 10, 2008 10:39 am
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
There's some odd things happening. Began running a PROB checker and this came up. output_7030_an1.bin bitplane 5: [00] 5A -> 5A [0,-,*] [00] 5A -> 25 [1,L,*] [01] 25 -> 5A [0,L,-] ERROR = 1D [14] 5A -> 25 [0] Real pattern: [00] 5A -> 5A [00] 5A -> 25 [01] 25 -> 5A [??] 5A -> 25 [??] 25 -> 25 -------...
- Wed Jul 09, 2008 6:34 pm
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
- Mon Jul 07, 2008 2:33 pm
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
Those are some quality finds! :) Chose to not store a MPS variable (default 0 always). 8 PROB vars (one per bitplane). Updated per bit discarder. Which gets: (LASTMPS ~ last bits output) // bit 9,13 if( bits_correct==8 || bits_correct==12 ) { if( BIT(LASTMPS,7) == 1 ) mps_flip = true; } // bit 10,14...
- Mon Jun 30, 2008 12:37 pm
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
Here's some twisted logic. Bits 17-18. bits_correct = # bits output so far LASTMPS ~ last output data MPS_INDEX ~ CONTEXT_INDEX (same functionality) // Before hit,miss predictor if( bits_correct==16 ) { // MPS <--> LPS //if( BIT(PREDICT,15) == 0 ) if( BIT(LASTMPS,15) == 1 ) { MPS_INDEX[ CONTEXT_MPS ...
- Sat Jun 28, 2008 5:32 am
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
Bit 20 complete mess. (: surprisingly works. Bit 21 Testing only when the above 2 bits predicted a hit, then the PROB floats between 0x25 and 0x11. Unless someone makes 'big boss evil' logic to make it work, this path ends here. (yay!) Final 'brute force' version (1-20) http://www.mediafire.com/?ngb...
- Fri Jun 27, 2008 3:47 pm
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
'Trying' to get bit 20 to print out using brute force (barmy crazy hard). If it works, history implies bits 21-23 should be cakewalk (ideally). Not surprisingly, the logic is getting _more_ convoluted. So this probably isn't going to hold out much longer - which probably messes up my current theory ...
- Fri Jun 27, 2008 6:29 am
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
- Thu Jun 26, 2008 5:01 am
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
- Wed Jun 25, 2008 2:07 pm
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
- Tue Jun 24, 2008 6:04 pm
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
Tried the LOW/HIGH intervals. Get 8-bits with neviksti's PROB/2 method. Also tried using the 'LOW=0' method. Which gets 8-bits over here (maybe doing it wrong). I guess there's some stuff I don't get about arithmetic coding. Don't want to slow down anyone's progress with stupid questions though. xx(...
- Mon Jun 09, 2008 4:26 pm
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
Seiko Epson (JP,08-29-1997): http://www.freepatentsonline.com/6055273.html (Text) http://www.mediafire.com/?9mud9vxrjjl (PDF) This talks about an adaptive RLE method. Bitplane splicing. Fundamentally simple idea. There's some minor quirks that differ from ABS. Currently still reading it. Might be wo...
- Fri Jun 06, 2008 9:31 am
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
- Wed Jun 04, 2008 10:52 am
- Forum: SNESdev
- Topic: SPC7110 Reverse Engineering Project
- Replies: 314
- Views: 133973
I've never understood if the base codestream uses some type of ABS coding. Alignment 1 seems to emit zeros faster than alignments 2/0 (startup overhead or per-bitplane stuff?) A2 has 4-bpp graphics and (iirc) 2-bpp graphics also. A1 has ??? A0 has nametable data ($400+$2 sized amounts). Non two-powe...