Search found 433 matches
- Sat Jun 27, 2015 2:43 pm
- Forum: SNESdev
- Topic: GSU revision comparison test
- Replies: 32
- Views: 9272
Re: GSU revision comparison test
Yeah, and maybe also test for that cache invalidation on stop thing, if that's even practical. For now though, I think it's probably wise to guess that we multiply off CLSR. The whole point of 21MHz mode is supposed to be that it's "twice as fast"; at least for non-memory accesses. bsnes ...
- Sat Jun 27, 2015 2:12 pm
- Forum: SNESdev
- Topic: GSU revision comparison test
- Replies: 32
- Views: 9272
Re: GSU revision comparison test
Wow, yeah. Even ignoring my boolean flag inversion (did that with the GBA sequential access speeds too >_>), 4 or 8 cycles isn't right at all. This can be up to 14 cycles. Did not expect CLSR to factor in here, too. Anyway, thanks everyone for all the help on this! v095's shaping up to be a great r...
- Sat Jun 27, 2015 11:58 am
- Forum: SNESdev
- Topic: GSU revision comparison test
- Replies: 32
- Views: 9272
Re: GSU revision comparison test
As I suspected, fmult and lmult were reversing the sense of ms0 and were also off by one. The manual says that they take "4 or 8 cycles", but one of those cycles is the one that every one-byte instruction takes. diff --git a/bsnes/snes/chip/superfx/core/opcodes.cpp b/bsnes/snes/chip/superf...
- Sat Jun 27, 2015 10:46 am
- Forum: SNESdev
- Topic: GSU revision comparison test
- Replies: 32
- Views: 9272
Re: GSU revision comparison test
qwertymodo, we're all waiting for you to run that new test ROM 
- Fri Jun 26, 2015 12:17 pm
- Forum: NESdev
- Topic: Tile compression formats
- Replies: 6
- Views: 5106
Re: Tile compression formats
Seems everyone and their dog had their own LZ77/RLE hybrid. Konami used yet another variant in Tokimeki Memorial (and probably other SNES games) for everything from graphic tiles to tilemaps to the SPC700 driver program. Rather than try to describe it I'll just paste the decompressor I wrote some ye...
- Fri Jun 26, 2015 10:25 am
- Forum: SNESdev
- Topic: GSU revision comparison test
- Replies: 32
- Views: 9272
Re: GSU revision comparison test
No, that's okay, if we can fix incorrect cache behaviour in bsnes as well that's two birds with one stone 
- Fri Jun 26, 2015 9:59 am
- Forum: SNESdev
- Topic: GSU revision comparison test
- Replies: 32
- Views: 9272
Re: GSU revision comparison test
ARM9, can you write another program that tests these two instructions? Here you go: https://dl.dropboxusercontent.com/u/13494639/snes%20stuff/mult.sfc Source: https://github.com/ARM9/snesdev/tree/master/gsu/mult There might be some cache issues involved in this one, writing 0 to the Go flag in the ...
- Thu Jun 25, 2015 6:29 pm
- Forum: SNESdev
- Topic: GSU revision comparison test
- Replies: 32
- Views: 9272
Re: GSU revision comparison test
Why was there a difference with high-speed multiply turned off? Because low-speed multiply was always taking an additional 10MHz cycle, rather than either a 10MHz or 20MHz cycle depending on the clock multiplier. ARM9, can you write another program that tests these two instructions? //$9f(alt0): fm...
- Thu Jun 25, 2015 5:44 pm
- Forum: SNESdev
- Topic: GSU revision comparison test
- Replies: 32
- Views: 9272
Re: GSU revision comparison test
(Crossposted from byuu's forum) The following patch makes bsnes match hardware exactly: diff --git a/bsnes/snes/chip/superfx/core/opcodes.cpp b/bsnes/snes/chip/superfx/core/opcodes.cpp index 7d2f13a..3b14d81 100644 --- a/bsnes/snes/chip/superfx/core/opcodes.cpp +++ b/bsnes/snes/chip/superfx/core/opc...
- Wed Jun 17, 2015 9:07 am
- Forum: NESdev
- Topic: Tile compression formats
- Replies: 6
- Views: 5106
Re: Tile compression formats
Final Fantasy Legend 3 uses a similar scheme to the Zelda/Oracle "common byte" scheme. Oddly, only the title screen and the monster graphics seem to be compressed; the field sprites and BG tiles, battle animation sprites, and the text font are all uncompressed. The first byte of a compress...
- Sat May 23, 2015 11:07 am
- Forum: SNESdev
- Topic: Question on tile animation
- Replies: 53
- Views: 13841
Re: Question on tile animation
Ok I have another question on vram. The vram has address $0000-$FFFF. I currently have it entirely filled with tile data, as seen in my previous post with a pic. Where do the bg planes store the tile data? Is it within the vram I already have filled? Is there another (ram) section that I don't know...
- Thu May 21, 2015 6:01 pm
- Forum: SNESdev
- Topic: Question on tile animation
- Replies: 53
- Views: 13841
Re: Question on tile animation
yeah everything im doing is based off of seeing if I can get things to work for the first time. I honestly don't have any kind of demo or project in mind lol, im just excited to be able to get stuff (somewhat) working and appearing on the snes. I tried reusing the exact same method I did for my dmd...
- Thu May 21, 2015 2:38 pm
- Forum: SNESdev
- Topic: Question on tile animation
- Replies: 53
- Views: 13841
Re: Question on tile animation
ok, I tried using the dma again, but I still cant get it to upload to vram for some reason. I thought I had it written correctly. I'm able to load 1000 bytes from $9000, I see it happen, but, it doesn't get transferred to vram's address $0000. Here is my code. Idk if im missing something, or have s...
- Tue May 19, 2015 11:11 am
- Forum: SNESdev
- Topic: Question on tile animation
- Replies: 53
- Views: 13841
Re: Question on tile animation
I have a question on palette values. I'm loading a 200 byte table, I have X & Y set as 16-bits. Anyway I was successful in loading 200 bytes into CGRAM. I wanted to perform a test, where I have a 200 byte table with each 2 bytes representing a color for each palette slot. I have a table such as...
- Thu Apr 30, 2015 3:00 am
- Forum: SNESdev
- Topic: Naming convention of MSU1 game folder contents
- Replies: 8
- Views: 3216
Re: Finally on MSU1: Chrono Trigger with anime intro ;-)
I guess the real problem in the end is, what are the emulator developers willing to implement? Is it that much extra work to support both? I don't personally know on what level the .xml-reading happens but in the case of Bizhawk, despite using a version of bsnes that should read a manifest file, it...