Search found 341 matches
- Sun Jan 10, 2016 12:50 pm
- Forum: SNESdev
- Topic: DMA vs mvn/mvp
- Replies: 7
- Views: 4200
Re: DMA vs mvn/mvp
You misunderstood, he's saying 1 CPU cycle is 8 master cycles, which means the mvn/mvp would be 7 CPU cycles x 8 master cycles.. 56 cycles compared to 8 for the DMA. Aha. Well, okay. Sorry, Optiroc. :lol: Then again, where can I read more about CPU/master cycles? Up until now, to the best of my kno...
- Sun Jan 10, 2016 12:36 pm
- Forum: SNESdev
- Topic: Three Anthrox members who were also Argonaut employees
- Replies: 15
- Views: 16501
Re: Three Anthrox members who were also Argonaut employees
Honestly, which of you does truly believe that all those rather sophisticated SNES demos that surfaced in the course of the 1990s were made by anybody else but, well, actual SNES developers from back in the days?

Or rather, the other way round.KungFuFurby wrote:developed at Anthrox then moved to Argonaut
- Sun Jan 10, 2016 12:24 pm
- Forum: SNESdev
- Topic: DMA vs mvn/mvp
- Replies: 7
- Views: 4200
Re: DMA vs mvn/mvp
Thanks for NOT READING my post at all.Optiroc wrote:That would be 8 master cycles per byte for DMA (ie. 1 cpu cycle at 2.68MHz), while mvn/mvp takes 7 cpu cycles per byte.
- Sun Jan 10, 2016 10:48 am
- Forum: SNESdev
- Topic: DMA vs mvn/mvp
- Replies: 7
- Views: 4200
DMA vs mvn/mvp
So from what I've read, DMA takes 8 cycles per byte. The mvn/mvp instructions, on the other hand, each take only 7 cycles per byte, assuming the WDC document on the 65816 is correct. Is this true? Should I refrain from using DMA (at least for memory regions available on the A-bus) altogether, especi...
- Fri Jan 08, 2016 11:28 am
- Forum: SNESdev
- Topic: Up-to-date WLA DX binaries
- Replies: 39
- Views: 113748
- Fri Jan 08, 2016 11:01 am
- Forum: SNESdev
- Topic: PowerPak SPC player issues
- Replies: 1
- Views: 2214
Re: PowerPak SPC player issues
Anyone, please ...? 
- Sat Jan 02, 2016 9:45 am
- Forum: SNESdev
- Topic: PowerPak SPC player issues
- Replies: 1
- Views: 2214
PowerPak SPC player issues
These have lurked in my firmware ever since its initial beta-1 release, and I finally want to get rid of 'em. :wink: 1. Some older (?) SPCs, mainly from SquareSoft games, only play with echo-like artifacts right at the beginning. I made a short video to show what I mean exactly: http://manuloewe.de/...
- Tue Dec 29, 2015 3:37 am
- Forum: SNESdev
- Topic: Finally on MSU1: Chrono Trigger with anime intro ;-)
- Replies: 99
- Views: 48297
Re: Finally on MSU1: Chrono Trigger with anime intro ;-)
> Edit: I forgot to mention that you have to update your entire game library, as higan v096 in its standard settings simply ignores manifest.bml files instead of conveniently updating them. Why? Because I don't tag manifests with version numbers, and if people left their old manifests around, the g...
- Mon Dec 28, 2015 11:43 am
- Forum: SNESdev
- Topic: Finally on MSU1: Chrono Trigger with anime intro ;-)
- Replies: 99
- Views: 48297
Re: Finally on MSU1: Chrono Trigger with anime intro ;-)
byuu changed the format of manifest.bml yet again for the higan v096 release. This completely breaks any and all out-of-the-box support for MSU1 (which has solely relied on correct manifest.bml/xml files ever since). From a developer's perspective, this is no big deal. You're a user? Sucks to be you...
- Mon Dec 28, 2015 11:26 am
- Forum: SNESdev
- Topic: Checksum Craziness
- Replies: 20
- Views: 14924
Re: Checksum Craziness
Neat!Joe wrote:The four bytes of the checksum and inverse checksum will always add up to 0x1FE once they've been correctly set, so you can skip them and add 0x1FE to the final value to get the correct checksum in one pass.
- Sun Dec 20, 2015 11:17 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231996
Re: SNES PowerPak
News: When you return to a directory's parent directory, the cursor will automatically be placed on the subdirectory you left for convenience. :) Also, you can now flip through the "pages" of a directory indefinitely (i.e., no more forced "stop" at the beginning/end of the file l...
- Tue Dec 15, 2015 9:57 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231996
Re: SNES PowerPak
The use of red and blue buttons on the title screen of 11310 is kind of confusing, seeing as my controller is a U.S. one with purple A and B and lavender X and Y. Don't forget that you can switch to a different theme with US-colored buttons at any time. :-) ...and now I'm on 11325. Great! Feel free...
- Mon Dec 14, 2015 10:36 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231996
Re: SNES PowerPak
if you're still running v1.0X or v2.0X (non-beta), proceed as described in How To Use.txt. :-) Steps necessary: 1. Determine the current version of your firmware. You'll see the version number once you power up your SNES PowerPak. If it says, "Boot ROM v1.0X" (where X can be any number), ...
- Mon Dec 14, 2015 10:16 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231996
Re: SNES PowerPak
The file browser is getting a major overhaul: All file browsing routines (there had been 4 of them by now) have been merged into a single subroutine. The stack is now used to keep track of directories visited, which will eventually allow me to implement convenient stuff like placing the cursor on th...
- Wed Nov 11, 2015 5:07 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231996
Re: SNES PowerPak
Code is now on GitHub . Feel free to download the latest build #11314 . If you're already running v3.00 build #11310, simply copy UPDATE.ROM to your /POWERPAK folder (overwriting the existing file), go to the settings menu, and select "Check for firmware update". Otherwise, i.e. if you're ...