Search found 1589 matches
- Sat Aug 04, 2012 9:28 pm
- Forum: SNESdev
- Topic: High color bitmap on the SNES
- Replies: 134
- Views: 48881
Re: High color bitmap on the SNES
DMA capability previously discussed is either done within the physical CPU (e.g. some extension/capability Sony added to the chip) itself or a separate chip on the mainboard somewhere. It is definitely not done within the PPU. Is this not mentioned anywhere in the docs? Is this done by the bus cont...
- Sat Aug 04, 2012 8:46 pm
- Forum: SNESdev
- Topic: High color bitmap on the SNES
- Replies: 134
- Views: 48881
Re: High color bitmap on the SNES
If you want me to write you some example 65816 code that shows how to do it (it's very very simple, nothing magical or amazing -- just standard code) I can do so. Nah, I was talking about the time it takes for the PPU in itself to start the DMA (since I assume it does the initialization for each of...
- Sat Aug 04, 2012 8:21 pm
- Forum: SNESdev
- Topic: High color bitmap on the SNES
- Replies: 134
- Views: 48881
Re: High color bitmap on the SNES
I don't know how DMA can ""break timing"". The CPU is held/suspended while the DMA transfers happen, so it's not like your underlying 65816 program would have any idea what's going on. DMA transfers for large sums of data are by far, "cycle-count-wise" (for lack of bet...
- Sat Aug 04, 2012 7:33 pm
- Forum: SNESdev
- Topic: High color bitmap on the SNES
- Replies: 134
- Views: 48881
Re: High color bitmap on the SNES
You can transfer more than 64KBytes using multiple DMA channels; e.g. for 128KBytes you could use channels 0 and 1. There are are total of 8 channels available to use. The CPU will block (wait) until all selected DMA transfers are done (register $420B selects which channels you want to initiate tra...
- Sat Aug 04, 2012 6:40 pm
- Forum: SNESdev
- Topic: High color bitmap on the SNES
- Replies: 134
- Views: 48881
High color bitmap on the SNES
Well, here's the deal. Not long ago, a demo for Mega Drive was released that effectively would output a high color (512 colors!) linear bitmap on screen. Pretty stable, at that, the only serious issue being that VRAM refresh cycles causes some columns to be wider. Well, also that the massive DMA eat...
- Sat Aug 04, 2012 6:14 pm
- Forum: Other Retro Dev
- Topic: Goplanes
- Replies: 24
- Views: 15084
Re:
It was. And support for pausing was added too while we're at it.nintendo8 wrote:Ok it works now thank you for fixing it. Also glad to see you got Echo working I do hope the Alignment issue gets fixed because I wish to use Echo in my Sgdk project.
Oi, long time I don't log in here.
- Sat Oct 16, 2010 7:26 pm
- Forum: SNESdev
- Topic: Alternate application of SuperFX
- Replies: 14
- Views: 5898
You mean the MD port of G-Loc VS the MD port of Galaxy Force II, right? Because the MD port of G-Loc obviously can't hold a candle against the arcade version of Galaxy Force II. Yeah, MD vs. MD. The arcade version of G-Loc probably beats the arcade version of Galaxy Force anyways because of the 360...
- Fri Oct 15, 2010 5:22 pm
- Forum: SNESdev
- Topic: Alternate application of SuperFX
- Replies: 14
- Views: 5898
- Mon Sep 20, 2010 9:30 pm
- Forum: SNESdev
- Topic: Project SNES: character design, powerups, levels etc
- Replies: 68
- Views: 19964
- Sun Sep 19, 2010 2:41 pm
- Forum: SNESdev
- Topic: Project SNES: character design, powerups, levels etc
- Replies: 68
- Views: 19964
- Sat Sep 18, 2010 6:32 pm
- Forum: SNESdev
- Topic: Project SNES: character design, powerups, levels etc
- Replies: 68
- Views: 19964
- Sat Aug 21, 2010 7:57 pm
- Forum: SNESdev
- Topic: MD vs. SNES
- Replies: 109
- Views: 37691
- Thu Aug 19, 2010 11:17 am
- Forum: SNESdev
- Topic: MD vs. SNES
- Replies: 109
- Views: 37691
And the PC Engine has more colors but only one tilemap, and 8KB of RAM, and an 8-bit CPU, besides the fact that nothing was known about the SNES (was it even in active development or just research phases?). I don't see what that has to do with Sega's decision on CRAM? They most likely thought that ...
- Tue Aug 17, 2010 11:45 am
- Forum: SNESdev
- Topic: MD vs. SNES
- Replies: 109
- Views: 37691
EDIT: talking about SA-1, these instructions are listed in the docs: http://srb2town.sepwich.com/junk/lolinstructions.PNG (just mentioning for the sake of it, couldn't miss the chance XD) Those are SuperFX instructions, but yes. I've tried to make a juvenile program, but haven't had much luck. Gah....
- Tue Aug 17, 2010 10:22 am
- Forum: SNESdev
- Topic: MD vs. SNES
- Replies: 109
- Views: 37691
The SVP, which appears to be based on a Samsung SSP1601 core, is clocked at roughly the same speed as the FX2. I guess that explains this (make sure it seeks to 6:36): http://www.youtube.com/watch?v=PklSWesc1dM#t=6m36s Although somebody I know checked the cartridge and it seems to take the same clo...