Search found 433 matches

by AWJ
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 ...
by AWJ
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...
by AWJ
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...
by AWJ
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 :)
by AWJ
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...
by AWJ
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 :)
by AWJ
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 ...
by AWJ
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...
by AWJ
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...
by AWJ
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...
by AWJ
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...
by AWJ
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...
by AWJ
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...
by AWJ
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...
by AWJ
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...