Search found 341 matches

by Ramsis
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...
by Ramsis
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?
KungFuFurby wrote:developed at Anthrox then moved to Argonaut
Or rather, the other way round. :lol:
by Ramsis
Sun Jan 10, 2016 12:24 pm
Forum: SNESdev
Topic: DMA vs mvn/mvp
Replies: 7
Views: 4200

Re: DMA vs mvn/mvp

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.
Thanks for NOT READING my post at all. :roll:
by Ramsis
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...
by Ramsis
Fri Jan 08, 2016 11:28 am
Forum: SNESdev
Topic: Up-to-date WLA DX binaries
Replies: 39
Views: 113748

Re: Up-to-date SNES assembler binaries

Ditto. :)
by Ramsis
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 ...? :|
by Ramsis
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/...
by Ramsis
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...
by Ramsis
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...
by Ramsis
Mon Dec 28, 2015 11:26 am
Forum: SNESdev
Topic: Checksum Craziness
Replies: 20
Views: 14924

Re: Checksum Craziness

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.
Neat! :)
by Ramsis
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...
by Ramsis
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...
by Ramsis
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), ...
by Ramsis
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...
by Ramsis
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 ...