Search found 193 matches

by magno
Wed Jan 27, 2010 10:32 am
Forum: SNESdev
Topic: SuperFX GSU-1/GSU-2 pinout
Replies: 64
Views: 30716

You're right. I forgot about that. This should have the correct pin out. It's the one on the bottom. http://nintendoallstars.w.interia.pl/romlab/snesroms.htm Thanks! I have just finished doing the pinout over the PCB and I figured out it was that way. MROM /OE is grounded too but /CE is connected t...
by magno
Wed Jan 27, 2010 9:08 am
Forum: SNESdev
Topic: SuperFX GSU-1/GSU-2 pinout
Replies: 64
Views: 30716

shadowkn55 wrote:GSU-2 maskroms also follow the standard 36 pin diagram. A21 and A22 are grounded since GSU-2 only supports up to 16mbit. The /CE and /OE signals aren't tied to ground either, they connect directly to the chip.
Yoshi's Island's maskrom has 40 pins, and it is a GSU-2 cartridge...
by magno
Mon Jan 25, 2010 12:35 pm
Forum: SNESdev
Topic: SuperFX GSU-1/GSU-2 pinout
Replies: 64
Views: 30716

Ok, i updated the pinout and it makes a lot more sense now!! Address bus is contiguous, but there's no chip enable, chip select or output enable signal from GSU-1 to ROM: the ROM is always enabled, and is the GSU that selects which data is to appear in the SNES bus: from SRAM, from ROM or from inter...
by magno
Mon Jan 25, 2010 12:14 pm
Forum: SNESdev
Topic: SuperFX GSU-1/GSU-2 pinout
Replies: 64
Views: 30716

Hmm... that number sounds familiar... Ah yes, gameboy ROMs: http://www.reinerziegler.de/lh538.gif That is the wrong pinout I was using... for some strange reason, the part number is the same than GB ROMs, but it hasn't the same pinout: if it were right, then A18 would be grounded, so StuntRaceFX wo...
by magno
Mon Jan 25, 2010 6:26 am
Forum: SNESdev
Topic: SuperFX GSU-1/GSU-2 pinout
Replies: 64
Views: 30716

http://www.caitsith2.com/snes/flashcart/cart-chip-pinouts.html I have that information since some years ago, but I always thought it was referring to DIP Mask-EPROMs. LH538 isn't and furthermore, it has its own datasheet (manufactured by Sharp), so I took it as valid, but obviously it wasn't :D Tha...
by magno
Mon Jan 25, 2010 4:28 am
Forum: SNESdev
Topic: SuperFX GSU-1/GSU-2 pinout
Replies: 64
Views: 30716

shadowkn55 wrote:Nintendo uses maskroms that don't have JEDEC pinouts. Several pins are swapped.

Pin 1 - A17
Pin 2 - A18
Pin 24 - A16
Pin 30 - A19
Pin 31 - /OE (GND for GSU-1 boards)
That's just what I was looking for :D THANKS!!

Is there any datasheet or maybe you gueesed that?
by magno
Sun Jan 24, 2010 2:50 pm
Forum: SNESdev
Topic: SuperFX GSU-1/GSU-2 pinout
Replies: 64
Views: 30716

Could somebody check if this is right? http://img682.imageshack.us/img682/6367/superfxgsu1.png All this is result of my guessing about the function of each pin, so maybe there is something wrong. Anyway, I am still confused about my first question: why ROM A18 grounded on StuntRaceFX cartridge? It c...
by magno
Wed Jan 20, 2010 2:17 pm
Forum: SNESdev
Topic: SuperFX GSU-1/GSU-2 pinout
Replies: 64
Views: 30716

SuperFX GSU-1/GSU-2 pinout

I want to make (some day in the future) a hardware version of SuperFX chip developed on a FPGA. To achieve this, I gathered as much information about it as I could (most of it from SNES developers book), but couldn't find the pinout, neither for GSU-1 nor for GSU-2. I used my multimeter to match eac...
by magno
Sat Dec 19, 2009 4:25 am
Forum: SNESdev
Topic: What happened with SNES CIC reverse engineering?
Replies: 248
Views: 192770

Could this be of any help in reverse-engineering the SNES CIC?

I found this link on Acmlm Board 2...
by magno
Thu Dec 03, 2009 11:33 am
Forum: SNESdev
Topic: BSNES debugger
Replies: 25
Views: 15914

Re: BSNES debugger

mic_ wrote:It would be nice to see not just the latest executed instruction, but also a disassembly of the code around it. Something like this.
What debugger is that one? I've never seen it...
by magno
Wed Nov 25, 2009 3:27 pm
Forum: SNESdev
Topic: video roms
Replies: 94
Views: 42051

Astonishing post, byuu!! A incredible practical application of SNES modes and resources :D

BTW, what is "redbook"?
by magno
Wed Nov 25, 2009 12:34 pm
Forum: SNESdev
Topic: How to setup SNES to display 320x224?
Replies: 72
Views: 32764

Since the large sprites are composed of many smaller ones, if you slowly move all the sprites towards the center of the character it will look like it's shrinking. If I remember right, that roughly what Neil's Corlett hack of SD3 creates the 8x16 VWF. Instead of moving sprites, you move the pixels ...
by magno
Wed Nov 25, 2009 4:24 am
Forum: SNESdev
Topic: How to setup SNES to display 320x224?
Replies: 72
Views: 32764

Sprite scaling is not possible in hardware or software on the SNES in practice anyway so what you say amount storing multiple sizes of a sprite in ROM would be the only real way to go with that. I am pretty sure AoF does sprite down-scaling in software. The sprite is stored "zoomed-in" an...
by magno
Tue Nov 24, 2009 2:54 pm
Forum: SNESdev
Topic: How to setup SNES to display 320x224?
Replies: 72
Views: 32764

Well, if you don't WANT to understand, is not my problem, it's up to you. More ROM means that sprite scaling in Art of Fighting could have been done using different sized sprites, not using software scaling. And that's only ONE example. RAM could be used for some other porpouses if most graphics are...
by magno
Tue Nov 24, 2009 1:55 pm
Forum: SNESdev
Topic: How to setup SNES to display 320x224?
Replies: 72
Views: 32764

What he means is that there is no demo-scene that does something really not obviously possible on the SNES that's is EXACTLY what I meant. What about when too many sprites are on the same line and some disappear? That even occurs in Seiken Densetsu 3 intro, if you try to put a lot of chars in the s...