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Main - SMW Hacking - Enhancement Chip - wich one should we use? | New thread | New reply |
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Red Paragoomba Level: 19 Posts: 52/58 EXP: 35014 Next: 763 Since: 02-19-07 Last post: 5841 days Last view: 5704 days |
As many of you probably know, I had implented SuperFX support in many of my works. However, Blackhole89 made me realise a limitation I overlooked, emulators are hardcoding SuperFX memmory map, wich allow only a maximum of 2mb of ROM to be used. since tools won't care about that and will expand the ROM if needed, the likelyness of the ROM being broke is becomming very high. Blackhole89 want to fix this by using a modded emulator(since it should be possible on a real SNES anyway). I, however, am starting to have doubt about whatever or not SuperFX is still suited for SMW hacking. And here come our other choice: the SA-1 chip. SA-1 can support up to 8mb ROM(via bank switching), use the same ASM as the SNES(so you don't need to use multiple assemblers) ,support a bitmap conversion feature(wich is crappier than superFX's, but there is one) and can acess the same area as the SNES CPU. However, the memmory map differ from lorom(the first 2mb are located at $00-$3F and the last 2mb are located at $80-$BF). The game could be reprogrammed to use the new memmory map, but tools that insert ASM code(block tools and sprite tools) may glitch if the inserted code is in the last 2mb(however we could contact sukasa and mikeyk to add SA-1 support to their tools). Since I don't want SMW hacking to be plagued by multiple tool/hack that use a different chip each, I think we better etablish a standard chip for the community as soon as possible |
andy_k_250 |
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Shyguy Level: 24 Posts: 40/93 EXP: 69226 Next: 8899 Since: 01-10-08 From: St. Louis Metro East Last post: 5855 days Last view: 5533 days |
I think coming up with an "industry standard" here is definitely the way to go, but I honestly don't know enough about the FX chips to have a preference. That being said, I think most folks may be like me, and would just be happy with whatever is easiest and least conflicting with the best results.
I just appreciate the work that you and others do, because it gives less technical people like me the chance to do some really great things. |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 1336/4196 EXP: 21545612 Next: 290989 Since: 02-19-07 From: Ithaca, NY, US Last post: 478 days Last view: 91 days |
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DaKing |
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Goomba Level: 13 Posts: 22/25 EXP: 9638 Next: 629 Since: 01-23-08 Last post: 5939 days Last view: 5941 days |
What are SuperFx? Screenshots please? |
Ailure |
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Hats Steam Board2 group Level: 121 Posts: 2210/3965 EXP: 19790751 Next: 265945 Since: 02-19-07 From: Sweden, Skåne Last post: 3309 days Last view: 2059 days |
Look at Super Mario world 2: Yoshi Island and Starfox.
Those two games uses the SuperFx. ____________________ AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org
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roxahris |
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Level: 52 Posts: 292/568 EXP: 1073060 Next: 10780 Since: 02-19-07 From: Here? Last post: 3931 days Last view: 3894 days |
Are there any large diffrences between the chips? For example, the SFX can do polygons (as seen in the above games). The SA-1 does... other stuff, but is used in Super Mario RPG. Really, if the SA-1 is easier to use, and can do better stuff then the SFX, then just use that. ____________________ Love your lawn. |
DaKing |
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Goomba Level: 13 Posts: 25/25 EXP: 9638 Next: 629 Since: 01-23-08 Last post: 5939 days Last view: 5941 days |
By sa do you mean Sonic Adventure?! |
Bio |
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Red Paragoomba Level: 19 Posts: 53/58 EXP: 35014 Next: 763 Since: 02-19-07 Last post: 5841 days Last view: 5704 days |
just fucking google or wiki it
Posted by DaKing SuperFX: SA-1: |
smkdan |
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Ninji Level: 36 Posts: 93/238 EXP: 288821 Next: 19289 Since: 05-26-07 Last post: 4070 days Last view: 4019 days |
Cross post from nightfall.
SA-1 sounds like a better candidate, because it's much easier to use and isn't tied down to 2MB (although emulators should not do that). SA-1 is nice and flexible with it's ability to share with the SNES. You don't have to reserve ram / rom at any specific time although the speed it runs at is halved. That still means that the S-CPU runs along just fine as the SA-1 runs in parallel. That cache idea bh89 tried with the SFX can work here too, since the 2kb I-RAM can be accessed at full speed at all times. You could DMA relevant code to I-RAM and the SA-1 can run at full speed and only slow down when it needs to access ROM or something. I tried getting the character conversion to work but only got part way through. I can get the SA-1 (typo on nightfall) to run and plotted some random pixels in the 'virtual bitmap', but when I'm supposed to get the standby IRQ from the SA-1 (after writng $2235 from the SNES), it never occurs. I cleared previous IRQs and CLI'd beforehand. What sucks is that I can't find a game that even touches $2235. I played a flakey golf game that looks like it software renders it's tracks, but it doesn't seem to use character conversion for it... E: I forgot about banks 70-7F, so Lunar Magic would be using banks 80-BF instead. |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 1339/4196 EXP: 21545612 Next: 290989 Since: 02-19-07 From: Ithaca, NY, US Last post: 478 days Last view: 91 days |
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Main - SMW Hacking - Enhancement Chip - wich one should we use? | New thread | New reply |
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