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Originally Posted by Stiletto
Originally Posted by Just Desserts
I have your S-DD1 and S-RTC implementations ported over, but neither of them currently work, and I'm kind of confused as to how the S-RTC is supposed to work. Does it keep track of how much time has occurred since the last delta, or does it behave like a normal RTC chip? I'd be surprised if the cart didn't just use a stock RTC from some third-party manufacturer, for which datasheets exist.

I'd be willing to look, if I can get a decent PCB scan for SHVC-AE6J-JPN.

What, no love?

- Stiletto

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Hmm, I don't have an SVN tool on this work machine. All I can see is this: http://git.toseciso.org/?p=mess.git;a=summary

Where might I find the latest SuperFX code?

byuu #53277 09/03/09 03:45 PM
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He doesn't have it checked in to MESS, so you couldn't see it there anyway.

byuu #53278 09/03/09 03:48 PM
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Originally Posted by byuu
Hmm, I don't have an SVN tool on this work machine. All I can see is this: http://git.toseciso.org/?p=mess.git;a=summary

Where might I find the latest SuperFX code?

Ah, right. As a rule, I've been submitting my SuperFX core changes to the private MAME revision-control server, since CPU cores are considered to be part of MAME. Now that I have Star Fox mostly working, I'll package up all of my changes, including the SNES-side ones, and submit them to the MESS tree so that you can get at them. smile

Edit: You know what would be funny as hell? A Z80-based system that used a SuperFX chip. Given the way I have the IRQ line callback implemented (thanks to RB for the suggestion), it would be a trivial matter to put one together in MESS just for kicks. smile

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Better: an NES mapper and a full-on Chinese Starfox ripoff in the style of those (arguably amazing) Donkey Kong Country ripoffs.

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I am surprised no-one put any kind of extra processing power into a NES mapper, we saw extra sound added (VRC7 etc).

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Originally Posted by R. Belmont
Better: an NES mapper and a full-on Chinese Starfox ripoff in the style of those (arguably amazing) Donkey Kong Country ripoffs.

My god, that would actually be doable. The SuperFX normally has access to the SNES's bus, but there's nothing to say you couldn't just wire its bus up to a CPLD, which then arbitrates between it and a couple of roms, between it and some RAM, and between the 6502 and some RAM.

The only issue I can think of is that tilemap indices on the NES can only be from 00 to FF, but a full 256x240 buffer would require a full 10 bits, from 000 to 3FF. frown

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Originally Posted by Jonathan Wilson
I am surprised no-one put any kind of extra processing power into a NES mapper, we saw extra sound added (VRC7 etc).

The unreleased color dreams 'hellraiser' cart had a z80 on it. It suffered from excessive cost due to z80 and extra memory on it, and had timing issues and vram contention issues. It supposedly was a fairly awesome wolf3d style shooter though, iirc.

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It's been checked into SVN, enjoy.

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Quote
Edit: You know what would be funny as hell? A Z80-based system that used a SuperFX chip.

Hah, screw enslavement. Isn't proper abstraction fun? When I first started on SA-1 support, I made it inherit from the S-SMP core instead of the S-CPU core for fun. But there's not much practical use for a 21MHz SPC700 smirk

Quote
It's been checked into SVN, enjoy.

Wow. I can't believe you ported Andreas' C++ S-DD1 classes to C. I didn't want to mess with that at all. Disappointed about using the system time for the S-RTC, but oh well. It's more of a preference than anything else. You will need to add a hack to pass the SPC7110 test like ZSNES in that case. It sets the time and then checks it a second later to make sure it's incrementing properly. Initializing the last 16-bytes of SRAM to "SPC7110 CHECK OK" will work.

SuperFX, wow. You had to rewrite almost all of it. Sucks not having references and overloaded operators in C, but I don't want to start a language war so I'll shut up. Very impressive how fast you put that together. And I see you dodged all the common mistakes I made impeccably.

My biggest mistakes were not realizing that SREG and DREG are sometimes the same, and clobbering them before getting flag states and such; and screwing up the pipeline fetching, but those look pretty good with your code.

Glad you were able to avoid the messiness of the Snes9X core's faux-pipeline trickery in every single opcode and automate it as I have.

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