what is THE guide to superfx programming
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what is THE guide to superfx programming
Or for more, the most up to date guide that if one was to make something for the superfx that would be thing thing to turn to.
Re: what is THE guide to superfx programming
There's pretty much only the official documentation (book2, not sure how people feel about linking that stuff here) and this patent. I made some test projects a while back along with a superfx assembler for ca65: https://github.com/ARM9/casfx
Might help you get started.
Might help you get started.
Re: what is THE guide to superfx programming
Thanks. I am suprised that there isn't, or wasn't a superfx community with a wiki, some demos, and stuff.
Re: what is THE guide to superfx programming
Why doesn't the SuperFX's pinout described on the patent match the pinout in real cartridges? Maybe the pinout described on the patent is for "reference purpouses", but it should match, shouldn't it? Besides, there are two "weird" descriptions on the patent:ARM9 wrote:There's pretty much only the official documentation (book2, not sure how people feel about linking that stuff here) and this patent. I made some test projects a while back along with a superfx assembler for ca65: https://github.com/ARM9/casfx
Might help you get started.
1) FIG.1 shows "/ROMSEL" as an SuperFX input, but this pin is not present in any of the games I checked (Starwing, StuntRace FX and Yoshi's Island). Is it really necessary?
2) It seems a good idea to provide SuperFX with RAS and CAS outputs to attach DRAM to the chip, but both pins are not present either on any of the above games. Do you think Nintendo forecast the future use of DRAM with SuperFX?
Anyway, the patent is worth a read since it describes the overall chip features and shows really interesting schematics. Are there similar patents for SA-1 and SDD-1?