Search found 218 matches

by Nicole
Sat Mar 11, 2017 11:45 am
Forum: SNESdev
Topic: Sprite Time/Range Over Test ROM
Replies: 4
Views: 2410

Re: Sprite Time/Range Over Test ROM

jwdonal wrote:Btw, anyone have any idea what the "L" stands for?
Maybe "line"?
by Nicole
Fri Mar 03, 2017 9:09 am
Forum: SNESdev
Topic: getting started on SNES
Replies: 59
Views: 30768

Re: getting started on SNES

zkip wrote:Actually, I'm pretty sure that this is the exact purpose of having this bit there anyway as I see no other reason for it.
It's necessary for moving sprites partially off the left side of the screen.
by Nicole
Thu Feb 23, 2017 9:24 pm
Forum: SNESdev
Topic: The SNES preservation project is undead
Replies: 72
Views: 23565

Re: The SNES preservation project is now truly dead

But they are now truly worthless. After that long time, it's more than likely that the thieves (or the post office staff) have replaced all ROMs and memory controllers, or even swapped the PCBs and stickers on all carts. At this point, it's impossible to tell if the carts are still containing any a...
by Nicole
Fri Feb 17, 2017 10:44 am
Forum: SNESdev
Topic: Proper way to emulate DMA transfers.
Replies: 10
Views: 3561

Re: Proper way to emulate DMA transfers.

The PC is never there in the first place, it doesn't need to move past them.
by Nicole
Fri Feb 17, 2017 10:26 am
Forum: SNESdev
Topic: Proper way to emulate DMA transfers.
Replies: 10
Views: 3561

Re: Proper way to emulate DMA transfers.

PC? As in the program counter? No, that shouldn't be touched at all, it transfers data from whatever HDMA tables are pointed to in the HDMA registers.
by Nicole
Fri Feb 17, 2017 10:09 am
Forum: SNESdev
Topic: Timing of SlowROM-to-RAM DMA: How is 372 ns divided?
Replies: 9
Views: 4804

Re: Timing of slow-to-slow DMA: How is 372 ns divided?

Access to WRAM is 2.6 MHz via the A bus, but 3.5 MHz through the IO port.
by Nicole
Sun Jan 15, 2017 9:53 am
Forum: NESdev
Topic: Does input need to be polled every frame?
Replies: 31
Views: 7978

Re: Does input need to be polled every frame?

You could simply have a flag that says "I'm done updating for this logical frame" and only poll the controller in NMI when set, then unset the flag. In fact, you probably want to only update the graphics then anyway, so you don't end up showing a half-updated frame onscreen.
by Nicole
Sat Jan 14, 2017 3:48 pm
Forum: SNESdev
Topic: HDMA glitches/limitations question
Replies: 14
Views: 3824

Re: HDMA glitches/limitations question

Potentially, yes, if DMA ends around the time HDMA starts, just like without forced blank. I'm not sure whether or not the crash happens if HDMA doesn't actually transfer anything (that is, if it's been told to skip some lines). In any case, if you want to make sure you avoid the DMA/HDMA crash duri...
by Nicole
Sat Jan 14, 2017 1:09 pm
Forum: SNESdev
Topic: HDMA glitches/limitations question
Replies: 14
Views: 3824

Re: HDMA glitches/limitations question

Forced blank doesn't affect HDMA at all, essentially, so it'll continue to go for 224/239 lines depending on what resolution is set.
by Nicole
Sat Jan 14, 2017 7:50 am
Forum: SNESdev
Topic: HDMA glitches/limitations question
Replies: 14
Views: 3824

Re: HDMA glitches/limitations question

HDMA stops once Vblank starts, and then will restart from the beginning once Vblank ends, so there shouldn't be any problems. Keep in mind that it still runs during forced blank, though.
by Nicole
Tue Jan 10, 2017 11:36 am
Forum: NESdev
Topic: Labels with ASM6 and disasm6 [need help]
Replies: 5
Views: 3565

Re: Labels with ASM6 and disasm6 [need help]

Oh, I see, that explains it.

Yeah, if asm6 could output a label file itself when it assembled, that would solve your problem, but unfortunately it doesn't look like it can do that.
by Nicole
Tue Jan 10, 2017 11:22 am
Forum: NESdev
Topic: Labels with ASM6 and disasm6 [need help]
Replies: 5
Views: 3565

Re: Labels with ASM6 and disasm6 [need help]

I don't understand, why are you disassembling it more than once to begin with? After you've disassembled it the first time, you now have the source code that you can modify and assemble, so why would you need to disassemble it again instead of just keeping those source code files?
by Nicole
Sat Dec 10, 2016 7:08 pm
Forum: SNESdev
Topic: SNSP Aging Cassette
Replies: 6
Views: 3531

Re: SNSP Aging Cassette

It doesn't seem to have an actual cartridge header at $00ffc0 (ROM offset 0x7fc0), so the region code at $00ffd9 being $00 (International/Japan) seems to be just a coincidence. Since the actual SNES never reads the header, it could very well be intended for Europe instead.
by Nicole
Wed Nov 23, 2016 9:31 pm
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204055

Re: Introducing the VeriSNES (FPGA-based SNES)

- S-CPU DMA and HDMA - Both of these are complete and working very well. My logic analyzer setup was extremely useful for implementing these blocks. The MDMA implementation was pretty easy What's this supposed to stand for? "memcpy DMA"? Because it makes me think of Ecstasy (methylenediox...
by Nicole
Sun Nov 06, 2016 1:34 pm
Forum: NESdev
Topic: Making a NES game in C++
Replies: 99
Views: 24795

Re: Making a NES game in C++

Well, it's exponential if everything can collide with everything, anyway. If you have a player and enemies, and enemies don't collide with each other, it would only grow linearly, since you'd only need to check for collisions between the player and each enemy.