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what is THE guide to superfx programming
Posted: Sun May 11, 2014 2:27 am
by pipes
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
Posted: Sun May 11, 2014 12:47 pm
by ARM9
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.
Re: what is THE guide to superfx programming
Posted: Mon May 12, 2014 12:12 am
by pipes
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
Posted: Thu May 15, 2014 10:53 am
by magno
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.
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:
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?