Search found 193 matches

by magno
Fri Jul 20, 2018 12:09 am
Forum: SNESdev
Topic: SDD1 FGPA implementation
Replies: 58
Views: 46363

Re: SDD1 FGPA implementation

Forgive me for asking, but why not tackle the SFA2 decompression similar to what was done with Star Ocean? Then a " standard " cart could be used? Or am I missing the point? Well, it's more exciting to replicating the chip than decompressing the graphics XD It could be done, of course, bu...
by magno
Thu Jul 19, 2018 4:25 am
Forum: SNESdev
Topic: SDD1 FGPA implementation
Replies: 58
Views: 46363

Re: SDD1 FGPA implementation

marvelus10 wrote:Have you guys joined the Classic Gaming discord, there is quite a lot of discussion on new SD2SNES projects there.
Yes, sure!
by magno
Tue Jul 17, 2018 5:18 am
Forum: SNESdev
Topic: SDD1 FGPA implementation
Replies: 58
Views: 46363

Re: SDD1 FGPA implementation

I am not use FIFO, I wait end of DMA RD signal (every second) and run decoding new 2 bitplanes. How would you fetch data from ROM if for each output pixel you needed to decode a 7-order Golomb code? You'd need 1 input byte each output pixel (ie, each master cycle), to achieve that your ROM should b...
by magno
Tue Jul 17, 2018 4:06 am
Forum: SNESdev
Topic: SDD1 FGPA implementation
Replies: 58
Views: 46363

Re: SDD1 FGPA implementation

My Decoder takes 16 master cycles for 16 bit of 2 bitplanes Yes, any compliant decoder must decode 16 bits on 16 master cycles, if not, DMA would "ask" for data faster than decoder generated the output bytes. (plus 5 cycles for fist 2 bitplanes for read header and initialize decoder). Tha...
by magno
Mon Jul 16, 2018 2:04 pm
Forum: SNESdev
Topic: SDD1 FGPA implementation
Replies: 58
Views: 46363

Re: SDD1 FGPA implementation

I'm interested, how many master cycles does it take to decode first two bytes (one row) and the rest in your implementation? Well, it depends on the bit-depth and the context. For 2BPP and context 3, it tooks 31 master cycle from wirte to $4801 to first 2 bytes are ready on the output FIFO, plus 1 ...
by magno
Sun Jul 15, 2018 3:25 am
Forum: SNESdev
Topic: SDD1 FGPA implementation
Replies: 58
Views: 46363

SDD1 FGPA implementation

This project began some years ago, about 2011, when I was interested on implementing SDD1 chip on an FPGA using Andreas Naive documentation about the chip. I first create the core files which decoded 2BPP and 4BPP modes, 8BPP was buggy bt then and the last mode was not implemented. I tries to contac...
by magno
Fri Sep 08, 2017 5:12 am
Forum: SNESdev
Topic: pgate1's FPGA SNES released (for DE0-CV)
Replies: 4
Views: 4058

Re: pgate1's FPGA SNES released (for DE0-CV)

It's great news to see how these FPGA implementation are succesful. Unfortunately, they are not open-source so nobody can help improving or testing them. :(
by magno
Wed Jan 25, 2017 1:46 am
Forum: SNESdev
Topic: 16-bit stereo 32 kHz streaming success
Replies: 38
Views: 24563

Re: 16-bit stereo 32 kHz streaming success

I have the ROM (or at least its most recent version). :D Thanks!! I would like to do some test with audio programming in SNES, streaming samples to APU using HDMA... blargg's code for the SPC-700 could be useful because reduces at maximum acknowledge of samples in register $2140, so I can use HDMA ...
by magno
Tue Jan 24, 2017 2:33 am
Forum: SNESdev
Topic: 16-bit stereo 32 kHz streaming success
Replies: 38
Views: 24563

Re: 16-bit stereo 32 kHz streaming success

Sorry to re-float such an old thread, but I'm researching about SNES audio sub-system and its maximum usable bandwidth and watched a youtube video about this same blargg's ROM. I would like to have a look to the code, but both download links are broken. Is there any other mirror where I can download...
by magno
Mon Jan 23, 2017 2:35 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204044

Re: Introducing the VeriSNES (FPGA-based SNES)

Performance enhancements would certainly be possible since the hardware is fully programmable but the real question is what games would use them? The answer is none - at least not any official ones anyway. So while it's a cool thing to think about, there would really be no point in doing it. That's...
by magno
Mon Jan 23, 2017 12:40 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204044

Re: Introducing the VeriSNES (FPGA-based SNES)

I'm really excited to see that somebody could make true one of my dreams since 2006... A full SNES in a FPGA!! I always wanted to make something like this on my own, but using VHDL and Xilinx devices (I have got more than 15 years experience with both), and even started a similiar project in 2010, a...
by magno
Tue Aug 23, 2016 2:33 am
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 196726

Re: bsnes-plus and xkas-plus (new debugger and assembler)

Thanks for both programms, they are coming in handy for my StarOcean spanish translation, specially ExtHiROM/ExtLoROM support and asembling to a IPS patch in xkas-plus :beer: :beer: ADD: I tested the assembler a minutes ago after reading the documentation. I used some code which works in ASAR, a bra...
by magno
Mon Aug 24, 2015 2:05 am
Forum: SNESdev
Topic: SNES-Tap: save your game whenever you want... really?
Replies: 49
Views: 14781

Re: SNES-Tap: save your game whenever you want... really?

Well, first of all, my congratulations to defparam for such a clever way to take control of SNES system through Expansion Port. I couldn't read all comments yet, but it looks realy promising. I could be interested on helping with this too; I'm a professional on FPGAs (Virtex4, Spartan6, Kintex and Z...
by magno
Wed Aug 19, 2015 4:17 am
Forum: SNESdev
Topic: SNES-Tap: save your game whenever you want... really?
Replies: 49
Views: 14781

Re: SNES-Tap: save your game whenever you want... really?

SNES backup devices with RTS-capability have been created in the past, e.g. the Game Doctor SF7. I assume they accomlish this by hooking the NMI, and given some condition (e.g. a particular button combination), run a small piece of code that saves whatever state they can to some memory on the backu...
by magno
Wed Aug 19, 2015 3:42 am
Forum: SNESdev
Topic: SNES-Tap: save your game whenever you want... really?
Replies: 49
Views: 14781

SNES-Tap: save your game whenever you want... really?

Hi, Have some of you ever heard of this? http://www.retrocollect.com/News/save-states-console-add-on-snes-tap-set-for-the-super-nintendo.html Even though it is a great idea, I've been thinking who this can be done technically, and have some doubts... In order to save a game whenever you desire, you ...