Search found 13 matches

by jbo_85
Sat Sep 02, 2017 2:17 pm
Forum: SNESdev
Topic: Some tidbits about the Cx4 (attn: byuu, nocash)
Replies: 47
Views: 58174

Re: Some tidbits about the Cx4 (attn: byuu, nocash)

Cool! That sped up the spinning wireframe head in the intro which was quite demanding before.
by jbo_85
Thu Aug 31, 2017 3:06 pm
Forum: SNESdev
Topic: upd7725 overflow (attn: byuu)
Replies: 24
Views: 13399

Re: upd7725 overflow (attn: byuu)

SGN is used twice by the DSP1, for op02 (Projection Parameter Setting) and for op06 (Object Projection Calculation). The result doesn't seem to be discarded.
by jbo_85
Sat Jul 22, 2017 4:09 pm
Forum: SNESdev
Topic: Why is BSNES the only emulator that works all the time?
Replies: 6
Views: 3314

Re: Why is BSNES the only emulator that works all the time?

creaothceann wrote:
psycopathicteen wrote:every emulator
...
Popular emulators:
* bsnes v0.87
Other emulators:
* higan v0.94
:shock:
by jbo_85
Mon Jul 10, 2017 3:20 pm
Forum: SNESdev
Topic: Detecting 1CHIP consoles in software (maybe)
Replies: 14
Views: 5178

Re: Detecting 1CHIP consoles in software (maybe)

I just added some additional columns to my sheet : (1) result of the Burn-In Test (2) results for the SMP Test register 0A-FA. All of them seem to be crashing on 8A. One is even crashing on 0A, but that one seems to be broken as the Burn-In Test shows a failure on "DMA", "VRAM Low&quo...
by jbo_85
Sun Jul 09, 2017 8:36 am
Forum: SNESdev
Topic: Detecting 1CHIP consoles in software (maybe)
Replies: 14
Views: 5178

Re: Detecting 1CHIP consoles in software (maybe)

tepples wrote:Does the result depend on the ratio between the CPU/PPU clock crystal and the (less accurate) audio subsystem oscillator? Because the latter can be off by up to half a percent.
That'd only explain small differences of up to +-0x10. 0x1000 -> 0xB000 cannot be explained by that.
by jbo_85
Sun Jul 09, 2017 8:01 am
Forum: SNESdev
Topic: Detecting 1CHIP consoles in software (maybe)
Replies: 14
Views: 5178

Re: Detecting 1CHIP consoles in software (maybe)

It's totally erratic. Here are my consoles: https://www.dropbox.com/s/oy53z3w6ze25ehm/SNES.ods?dl=0 Classified as 1CHIP: ca, ... is >=B000 <= CFFF UP11797400 UP17276665 UP17608834 Classified as non 1CHIP: ca, ... is >= 1000 <= 19FF UP12640721 UP12640721 and UP11797400 are nearly the same but have to...
by jbo_85
Sun Jul 09, 2017 7:46 am
Forum: SNESdev
Topic: Detecting 1CHIP consoles in software (maybe)
Replies: 14
Views: 5178

Re: Detecting 1CHIP consoles in software (maybe)

Seems to work for the Jr.
But I have some PAL consoles where some non-1CHIP are classified as 1CHIP.

Here are the values for the 1CHIP
1049
114e
145e
1977

and for the non-1CHIP
1041
1146
1453
196A
by jbo_85
Sun Jul 09, 2017 7:22 am
Forum: SNESdev
Topic: Detecting 1CHIP consoles in software (maybe)
Replies: 14
Views: 5178

Re: Detecting 1CHIP consoles in software (maybe)

Jr.:
CA 1063
DA 1169
EA 147c
FA 199e
by jbo_85
Sun Jul 09, 2017 6:50 am
Forum: SNESdev
Topic: Detecting 1CHIP consoles in software (maybe)
Replies: 14
Views: 5178

Re: Detecting 1CHIP consoles in software (maybe)

I tested it on my SNES Jr. with my SD2SNES and for some reason it says "Lame emulator detected" :)
This is also shown with my 1CHIP PAL-SNES. The non-1CHIP versions seem to be detected correctly.
by jbo_85
Sun Jul 19, 2009 6:19 am
Forum: SNESdev
Topic: DSP3/DSP4/ST0XX Reverse Engineering
Replies: 28
Views: 21312

And proper OP1E support for SD Gundam GX should at least get the game fully playable, right? If someone needs help converting the Gundam X routines from 65816 to C, I can lend a hand there. We need more OPs, that aren't used in the available logs, to get the battles right. Most of the failures with...
by jbo_85
Fri Jul 17, 2009 5:46 pm
Forum: SNESdev
Topic: DSP3/DSP4/ST0XX Reverse Engineering
Replies: 28
Views: 21312

The ST011 code in ZSNES is bit-perfect for the demo. We either need more logs to get it bit-perfect or someone who is experienced with writing a nice shogi AI to get it somewhat playable.
by jbo_85
Thu Apr 09, 2009 1:15 pm
Forum: SNESdev
Topic: DSP3/DSP4/ST0XX Reverse Engineering
Replies: 28
Views: 21312

The $1E command is still not bit perfect to Overload's DSP3 log. Some commands that are used during battles don't show up in the log. I fixed $1E in the current ZSNES tree, so it doesn't crash when the computer does a turn but it's still not bit perfect. I uploaded the current dsp3 source code to r...
by jbo_85
Wed Apr 01, 2009 1:09 pm
Forum: SNESdev
Topic: DSP3/DSP4/ST0XX Reverse Engineering
Replies: 28
Views: 21312

The $1E command is still not bit perfect to Overload's DSP3 log. Some commands that are used during battles don't show up in the log. I fixed $1E in the current ZSNES tree, so it doesn't crash when the computer does a turn but it's still not bit perfect. I uploaded the current dsp3 source code to ra...