Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,525,823
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-03-24 08:13 PM
Guest: Register | Login

0 users currently in SMW Hacking | 1 guest

Main - SMW Hacking - Enhancement Chip - wich one should we use? New thread | New reply


Bio
Posted on 01-28-08 06:02 PM (rev. 2 of 01-28-08 06:22 PM) Link | Quote | ID: 75352


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
Posted on 01-28-08 08:16 PM Link | Quote | ID: 75359


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
Posted on 01-28-08 08:19 PM Link | Quote | ID: 75360


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



I don't think an imperative limitation to one "standard chip" is the way to go. Hacking is about creativity and individuality, not about application of stock tools anyway.

From series of negative experiences with the SuperFX' emulator implementations, though, if I have to decide for one, I'm tending towards SA-1 at the moment. Then, I don't know the weak points of it since I haven't tried it out yet...

____________________



DaKing
Posted on 01-29-08 12:01 AM Link | Quote | ID: 75366


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
Posted on 01-29-08 12:02 AM Link | Quote | ID: 75367

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


roxahris
Posted on 01-29-08 01:21 AM Link | Quote | ID: 75374


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
Posted on 01-29-08 01:35 AM Link | Quote | ID: 75376


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
Posted on 01-29-08 01:48 AM (rev. 3 of 01-29-08 01:58 AM) Link | Quote | ID: 75383


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
What are SuperFx? Screenshots please?

SuperFX:

SA-1:

smkdan
Posted on 01-29-08 03:53 AM (rev. 2 of 01-29-08 04:45 AM) Link | Quote | ID: 75405


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
Posted on 01-29-08 01:55 PM (rev. 2 of 01-29-08 01:59 PM) Link | Quote | ID: 75460


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



As soon as vital features aren't used by any commercially released games, we are likely to run into the same problems as with SuperFX again...

roxahris: Yes... yes, there are. The SuperFX, unlike the SA-1, has an entirely different (not only in particular instruction set, retaining a similar spirit or style to the 65c816 like the SPC-700; it is an assembly language following a whole different paradigm) instruction set with a strong bias towards speedy graphics output (in which, I believe, it can outdo the SA-1 in factor 10, if not more). The SA-1, on the other hand, would be best described as a "general purpose second processor" and could *almost* be pictured like resulting in a doublecore system with one core having four times the speed of the other.

DaKing: Stop asking noobish questions (refers to other posts of yours as well ) and get your facts straight before posting...

edit: Totally forgot to make the actual point I was building up for.
We should try lobbying with the emulator developers to implement the >2MB SuperFX mapping. I have a readily coded up version for Snes9x (it's just a matter of getting it into the official code tree) and I can't imagine it being that much more difficult on ZSNES either.
What would, however, be an even superior goal is to get the emulator developers to get rid of the ancient design flaw of hardcoding the mappers into the emulator (host system) when they are a part of the cartridge (guest system) in "real hardware". The old mapper autodetection could be retained, but if, say, a "ROMName (U).map" was discovered in the same folder, a mapping specification would be read from it instead.

____________________



Main - SMW Hacking - Enhancement Chip - wich one should we use? New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.029 seconds. (339KB of memory used)
MySQL - queries: 62, rows: 91/92, time: 0.017 seconds.