Search found 74 matches

by caitsith2
Sat Jan 16, 2010 4:27 am
Forum: SNESdev
Topic: What happened with SNES CIC reverse engineering?
Replies: 248
Views: 192756

Any possibility we could get some clear zoomed-in shots of the rest of the CIC regions. As it turns out, some progress has been made on figuring things, out, including how the rom for the CIC is decoded. (Note, stained black areas of the rom, are actually 0 bits, and unstained areas are 1 bits.) Pro...
by caitsith2
Mon Dec 14, 2009 4:38 pm
Forum: SNESdev
Topic: SNES enhancement device - 21fx
Replies: 26
Views: 11727

If you or anyone could help, we'd really appreciate it :) Current issue: we need a 28-pin (though it can be 56-pin and we ignore every other one) edgeboard connector. It needs to look exactly like this: http://img410.imageshack.us/img410/4654/dsc00587id.jpg 1.25in or 3.175cm wide, with pin spacing ...
by caitsith2
Mon Nov 09, 2009 1:30 am
Forum: SNESdev
Topic: Future SNES PowerPak work
Replies: 38
Views: 16634

There is more than just the decompression packs. The SPC7110 does have some math functions built into it as well, and not only that, in the case of Tengai Makyo Zero, you also have to deal with an RTC as well.

Rom addressing though, could be dealt with using unused address space.
by caitsith2
Sat Nov 07, 2009 6:04 pm
Forum: SNESdev
Topic: Future SNES PowerPak work
Replies: 38
Views: 16634

PAR codes work on system ram. There has to be some form of Interrupt handler or code hijacking, in order to be able to update the system ram with the PAR code values, then a means to return back to the game code. The nice part with this cart, is that you could load in your PAR handler into one of th...
by caitsith2
Sat Sep 19, 2009 1:57 am
Forum: GBDev
Topic: SGB Bootrom dumped by costis
Replies: 6
Views: 9914

Not only that, this boot rom does NOT validate the logo NOR the header.

It is the snes that does that. If the snes side bios was to be patched to always run, then any logo could be used there.
by caitsith2
Fri Sep 04, 2009 8:14 pm
Forum: NES Music
Topic: Mega Man 9 Soundtrack COMPLETELY Remade in NSF
Replies: 67
Views: 52422

mikeforte: I wrote up a quick search and replace patcher for pxtone. (Make a backup first.) http://caitsith2.com/music/pxtonepatcher.zip (source code included) Just drag the pxtone executable on top of the patcher. If successful, it will let you know. From this point on, you should be able to edit e...
by caitsith2
Sun May 03, 2009 1:10 am
Forum: NES Music
Topic: Mega Man 9 Soundtrack COMPLETELY Remade in NSF
Replies: 67
Views: 52422

Version 0.9.0.3, Patch offset 0x28842 to 0xEB to disable the edit prohibit. (Not compatible with older format files though, but still, the protection is completely stupid, if it only checks one thing.) Version 0.8.8.8, patch offset 0x29182 to 0xEB Version 0.9.1.4, patch offset 0x293D2 to 0xEB. Any o...
by caitsith2
Thu Apr 16, 2009 4:31 pm
Forum: NES Hardware and Flash Equipment
Topic: blinking powerpak !!! Please help with question! reset !
Replies: 3
Views: 2072

That was most likely the ciclone. It was designed to try each region in turn. As soon as it hits a failure shortly after startup, and gets a full reset, it will try the next region. Once it no longer fails after a period, it saves that region setting, and should never need to be synced again, unless...
by caitsith2
Wed Mar 25, 2009 2:21 am
Forum: NES Hardware and Flash Equipment
Topic: unif ?
Replies: 24
Views: 9370

Actually, it is possible, because it exists on the wayback machine. UNIF_current.txt was the very last official revision of that format. boardtable.txt and boardnames are also relevent to the format.

Agreed though, the format is a pita.
by caitsith2
Sun Feb 08, 2009 11:20 pm
Forum: NES Hardware and Flash Equipment
Topic: CIC chips
Replies: 26
Views: 18540

Maximal length counter is 127. All values are valid except 1111111. If Value is 1111111, then the next shift WILL also be 1111111. Any other value will loop around 127 before ending back at that location again.
by caitsith2
Tue Oct 21, 2008 2:38 pm
Forum: SNESdev
Topic: Snes9x Sound
Replies: 17
Views: 11993

Number 1 and 3 are both used for Tool Assisted Speedruns. Number 1 just mutes the sound when you are recording the movie input frame by frame, sometimes loading a state if you didn't like the end result of a given frame input. Number 3 relates to some games that use registers from the APU as a sourc...
by caitsith2
Wed Sep 24, 2008 1:32 pm
Forum: SNESdev
Topic: New homebrewn SNES game released - N-Warp Daisakusen
Replies: 43
Views: 21948

The bottom port on the snes, maps into the same address bus B region, 0x2100-0x21FF, however, you can not use 0x2100-0x213F, as that is used by the PPU, and you can not use 0x2140-0x217F, as this is used by the APU. (IIRC) I might be incorrect on which range the PPU is using, but you do have to resp...
by caitsith2
Fri Aug 15, 2008 3:35 pm
Forum: NES Music
Topic: Aurora.nsf
Replies: 5
Views: 5908

Brings back some memories, of VERGE pack in demo (Vecna's Extraordinary Rpg Game Engine). That was where I first heard that tune. Very impressive remake.
by caitsith2
Sat Jul 19, 2008 12:11 pm
Forum: SNESdev
Topic: SPC7110 Reverse Engineering Project
Replies: 314
Views: 133971

Neviksti: I think you were referring to underdumps. Anyhow, I have just completed testing on the full raw untrimmed gfx packs I have on hand, and the I declare all 3 modes to be absolutely BIT PERFECT in respect to real hardware.
by caitsith2
Thu Jul 17, 2008 8:22 pm
Forum: SNESdev
Topic: SPC7110 Reverse Engineering Project
Replies: 314
Views: 133971

Testing complete Mode 1 decompression is BIT PERFECT on all cases of SPL4 and MDH, on 100% of the overdumped gfx data. // feoez.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <stdio.h> #include <stdlib.h> typedef unsigned char uint8; uint8 SeenEv...