Indeed.koitsu wrote:The reason should become obvious once you read my previous post.
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- Thu Aug 15, 2013 1:52 pm
- Forum: SNESdev
- Topic: SNES Hi/Fast ROM Header Problems
- Replies: 36
- Views: 11597
Re: SNES Hi/Fast ROM Header Problems
- Thu Aug 15, 2013 7:11 am
- Forum: SNESdev
- Topic: SNES Hi/Fast ROM Header Problems
- Replies: 36
- Views: 11597
Re: SNES Hi/Fast ROM Header Problems
Whoa, quite alot to digest. I understood a good bit, but most of it is still over my head to some degree, I'll bookmark this entire thread for future use :mrgreen: Don't you give up on HiROM just yet! :P Once you understand the basic concept, along with its main difference as compared to LoROM, it'...
- Sun Aug 11, 2013 8:38 am
- Forum: SNESdev
- Topic: How does Emulator choose Memory mapping model for ROM
- Replies: 7
- Views: 2171
Re: How does Emulator choose Memory mapping model for ROM
To my knowledge, emulators indeed do rely on the internal ROM header information to determine whether an opened file is LoROM or HiROM. Something like this: - check the word at file offset $7FDC (= LoROM ROM checksum complement), XOR it with $FFFF and check if result matches the word at $7FDE (= LoR...
- Sun Aug 11, 2013 2:50 am
- Forum: SNESdev
- Topic: SNES Hi/Fast ROM Header Problems
- Replies: 36
- Views: 11597
Re: SNES Hi/Fast ROM Header Problems
I didn't say anything like that.bazz wrote:JSL SNES_init. not JML.. like the guy above me said.
- Sat Aug 10, 2013 10:13 am
- Forum: SNESdev
- Topic: SNES Hi/Fast ROM Header Problems
- Replies: 36
- Views: 11597
Re: SNES Hi/Fast ROM Header Problems
WLA DX has a feature that calculates your ROM checksum automagically. ;) Let me rephrase your header file to take advantage of it. :) (Note that I disabled the .BASE directive as I don't think it's actually needed. Also, I made some other corrections, like the HEADER_OFF define. BTW, all your .ORG d...
- Thu Aug 08, 2013 9:29 am
- Forum: SNESdev
- Topic: SuperFX Multicart
- Replies: 22
- Views: 12714
Re: SuperFX Multicart
Got myself one of those -- thanks again, Mark
- Mon Jun 24, 2013 12:40 pm
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
Thanks, guys! Your feedback is much appreciated! :D Is there any possibility to add support for Boot ROM 1.01? I was a very early adopter of the PowerPak but have not seen the need to update to the official RetroZone 1.02 Boot ROM when the only change was " - Starts with DMA off for better CF c...
- Fri Jun 07, 2013 12:41 pm
- Forum: SNESdev
- Topic: PAL SNES Pro Action Replay NTSC SNES
- Replies: 20
- Views: 11562
Re: PAL SNES Pro Action Replay NTSC SNES
The Game Genie I've read later had a version that included the "extra pins" so it would work with games that required them. The Pro Action Replay only has the extra pins I believe on the final MK3 version. I know for sure the MK3 has it, but I'm only reasonably sure the MK2 doesn't. MK2 h...
- Fri Jun 07, 2013 12:14 pm
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
v2.01 is finally here. :) http://www.manuloewe.de/main/uploads/projects/powerpak/firmware-v201-simba.png Changes in v2.01: pulled my North American 2/1/1 chipset SNES out of the closet to simulate an SDRAM error, and thus be able to clean up the error message. ;-) Also, the latter is now written to ...
- Wed May 15, 2013 11:48 am
- Forum: SNESdev
- Topic: Having trouble compiling snes source code
- Replies: 22
- Views: 22627
Re: Having trouble compiling snes source code
That solved the problem, but now I dont see where it placed the game.smc! I thought it should be on the same directory? The compile script says ..\bin\wlalink.exe -dvSo game.obj game.smc . So, if you were running it from C:\snessdk\christmas , then it might be worthwile to check the C:\snessdk\bin ...
- Wed May 15, 2013 11:00 am
- Forum: SNESdev
- Topic: Having trouble compiling snes source code
- Replies: 22
- Views: 22627
Re: Having trouble compiling snes source code
Are you using bass v11 now? That's the version I used. No compiling error on line 518 for me. 
(Otherwise, just replace the bra .done instruction on line 518 with jmp .done.)
(Otherwise, just replace the bra .done instruction on line 518 with jmp .done.)
- Wed May 15, 2013 2:28 am
- Forum: SNESdev
- Topic: Having trouble compiling snes source code
- Replies: 22
- Views: 22627
Re: Having trouble compiling snes source code
C:\snessdk\christmas>bass -arch=table -o spc700.bin spc700.s [bass error] spc700.s:123:1: > unknown command: org 0 You need to rephrase a few things in the source to be able to compile it with bass v11. I just had a look at it, here's what needs to be changed to avoid the compiler errors I encounte...
- Sat May 11, 2013 10:40 am
- Forum: SNESdev
- Topic: Writing to SRAM on retail carts
- Replies: 42
- Views: 13933
Re: Writing to SRAM on retail carts
Thinking of it (and reading nocash's docs again), I guess that implementing an "SPC was played" flag in the PowerPak firmware might be possible after all A flag that's preserved on reset? Can't it just as well be in WRAM or even VRAM, or are those lost on reset? I guess not, but isn't the...
- Sat May 11, 2013 9:59 am
- Forum: SNESdev
- Topic: Writing to SRAM on retail carts
- Replies: 42
- Views: 13933
Re: Writing to SRAM on retail carts
A different way is to store up to 8x12 bytes of program code in the DMA registers at 4300h-437Fh, and let the CPU execute that code, doing that should be absolutely stable and make it impossible to crash the CPU. Thanks, DMA registers work. I first put the program that flashes the screen for a whil...
- Thu Apr 11, 2013 4:21 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
Finally got a chance to try the Flash updater — everything worked great! So thanks once more for all the work you've put into this. Glad to hear that, thank you too -- especially for the cool bitwise operation code snippet! :D Is there a way to restore the original firmware? The only reason is beca...