Re: Anyone Interested in a Combined NES + Gameboy Cart?
Posted: Sat Jul 25, 2015 2:40 pm
some clarifications:
Mappers would not be user-updateable; I'd have to compile them into the main FPGA code. Be that as it may, I have support for pretty much every mapper under the sun, so I don't see this as a major problem. The other method I was thinking of to handle mappers was a very fast (200MHz or so) micro-CPU that could run code to emulate them. THAT would be user-updateable if I go that way.
Though, honestly, as was mentioned by rainwarror, hardly anyone makes their own mappers so I don't know if it's such a big deal to not allow user-updating of the mappers.
As for ROM size, I was going to use at least a 16Mbyte SDRAM or DDR2 part so storage space is not a problem. I will be supporting full 1Mbyte NSFs for example, and all those multicarts should run just fine, so long as they are under 16Mbyte total minus some small amount for WRAM and similar.
Debugging facilities will probably be limited mainly to dumping RAM and being able to modify RAM/ROM on the cart itself. Single stepping wouldn't be possible since I don't have control per se over the NES' CPU.
I can't put more than gameboy/gbc into the FPGA due to size limits. As others have said, I could possibly put other systems on there like SMS and similar, but the whole colour problem is the issue so I doubt I will do that. GB seems a good fit. Supervision would work as well but no one would want to play that. hehehe.
Tepples and I were talking about how to represent more than 4 level grey on the screen and I do like the orange/teal thing, the results are pretty nice but attribute clashing I think would kill the utility. think of a sprite moving across the screen, and the attribute only changing every 8 pixels. it'd look pretty bad unfortunately.
Mappers would not be user-updateable; I'd have to compile them into the main FPGA code. Be that as it may, I have support for pretty much every mapper under the sun, so I don't see this as a major problem. The other method I was thinking of to handle mappers was a very fast (200MHz or so) micro-CPU that could run code to emulate them. THAT would be user-updateable if I go that way.
Though, honestly, as was mentioned by rainwarror, hardly anyone makes their own mappers so I don't know if it's such a big deal to not allow user-updating of the mappers.
As for ROM size, I was going to use at least a 16Mbyte SDRAM or DDR2 part so storage space is not a problem. I will be supporting full 1Mbyte NSFs for example, and all those multicarts should run just fine, so long as they are under 16Mbyte total minus some small amount for WRAM and similar.
Debugging facilities will probably be limited mainly to dumping RAM and being able to modify RAM/ROM on the cart itself. Single stepping wouldn't be possible since I don't have control per se over the NES' CPU.
I can't put more than gameboy/gbc into the FPGA due to size limits. As others have said, I could possibly put other systems on there like SMS and similar, but the whole colour problem is the issue so I doubt I will do that. GB seems a good fit. Supervision would work as well but no one would want to play that. hehehe.
Tepples and I were talking about how to represent more than 4 level grey on the screen and I do like the orange/teal thing, the results are pretty nice but attribute clashing I think would kill the utility. think of a sprite moving across the screen, and the attribute only changing every 8 pixels. it'd look pretty bad unfortunately.