My way requires a second ROM programmer just to get the results back to the PC, any way you wish... You could choose to make a SNES control program as I was talking about earlier or if you don't want two RAM, just use the emulator's bus as a "transfer port" as you say, which is still better than using the GDSF7 since you don't need to waste any time working on I/O! In fact instead of writing these few responses I could have probably finished upgrading my emulator and written the control functions.kammedo wrote:And another thing which you (kyuusaku) probably dont know : the SPC has 64K (Charles Mac Donald is convinced of that, I for myself think its only 32K) of dedicated RAM (mapped at bank $50) in which it decompresses all the data it reads from the U2 chip. As by now, we dont know if there is a way to tell the chip where to decompress the data (or I dont remember, have to take a look at the notes). So that means you wouldnt even need another ROM emulator, but only a transfer port, or a GDSF mapped in pass-through on bank $50 - god plese correct me if I am wrong.
I understand what you mean, but it's not so simple, you can't get the GDSF to just arbitrarily access memory, you can only do I/O (slowly) through SNES software which means rewriting or hooking the BIOS which means wasting time. Or you could manually dump data by loading a SNES program and "Save BRAM", but that's by far the most time consuming and most error-prone way discussed so far...kammedo wrote:No wait, now you are going out of context. I meant you just use the GDSF to actually sit between the SPC and SNES and thus dump the result from SNES memory (as a savestate for an example?).
It doesn't sound like it to me, you want PC control right? "Save BRAM" is obviously human control just meant to get you started.kammedo wrote: Actually, neviksti said pretty much the same what I meant
This is a bad translation, what you mean is a tri-state buffer (also called bus drivers), no latches involved. Some people say latch to express the latching action in a D flip flop aka edge triggered register, but most of the time latch means a "transparent latch" like a 74373, where the data is kept after enable is de-asserted but while it's asserted data passes through. Anyways,interfacing the SPC ROM emulator to SNES registers would be way more complicated, convoluted and again slower than just using a single PC interface, but would probably be smarter if you're using a GDSF7 since ideally you want only one PC interface.kammedo wrote: A latch barrier is what we (in Italy, or at least where I studied) call a serie of 244/245, which are usually used to enable write data / address from a (for example) CPU like the 8086 on the data / address bus.
Because of that they are also called "drivers" here, dont know if tis the correct way to name them buut what wuold you expect from Italy :wink:
If the ROM data has already been entirely decompressed, what's the point?neviksti wrote:While we can't do completely arbitrary decompressions this way, it is likely that we can see the output from all possible first two bytes, and much other data to get us going.
Basically, to get this moving as soon as possible, let's start as simple as possible.
Even as the biggest CR poster, I think it's best to leave it in the past instead of retroactively worshiping it. Really how hard would it be to rewrite every spec of informative content on CR anyway? Not very.kammedo wrote:I recall having tried to contact you for a while back then - welcome back ^^! Oh, and if Im not wrong, you said you had more notes about that somewere. Would you mind taking a look? I had planned to put the whole CR forums for read-only on the YnT (or the romhacking.net) site , but sadly I havent been able to contact CR's owner. And believe me, I tried.
Well, my intention was to use the SNES to gather decompressed data, though it would be possible to bypass the SNES entirely by using the SNES ROM emulator's RAM bus to directly access the SPC registers and buffer. It would take significantly more logic however, but require one less RAM, and it'd be faster than using the SNES.neviksti wrote:EDIT: Yes, kyuusaku's idea (which sounds not to need the SNES, and everything controlled from a parallel port) is the most automated and has a faster throughput (insert->decompress->readout) rate. But the method I suggested above gets us data to play with almost immediately, which we can use to formulate some more specific test cases while you can work on extending your system with a rom emulator (of which you would only need one).
So how wide is the SPC ROM and how much data needs to be emulated? More thank 8KiB?
