Search found 122 matches
- Sun Mar 29, 2009 5:30 pm
- Forum: DeJap Projects
- Topic: Neviksti's Star Ocean ENG ?
- Replies: 17
- Views: 36160
Peter, Did you get it to work alright eventually? Many people that write to me and still have problems, eventually track it down to a failing RAM segment in their copier. So another test is to try running the file on a SNES emulator that supports GD3 file format (as far as I know, the only one that ...
- Tue Mar 24, 2009 11:27 am
- Forum: DeJap Projects
- Topic: Neviksti's Star Ocean ENG ?
- Replies: 17
- Views: 36160
- Mon Mar 23, 2009 1:37 am
- Forum: DeJap Projects
- Topic: Neviksti's Star Ocean ENG ?
- Replies: 17
- Views: 36160
- Tue Mar 17, 2009 8:40 pm
- Forum: DeJap Projects
- Topic: Neviksti's Star Ocean ENG ?
- Replies: 17
- Views: 36160
I got your message. For others interested, here you go: Sure, here's some links: StarOcean hacked to remove all need for SDD1 chip http://www.neviksti.com/StarOcean/SF96son.rar As above, but with DeJap's english patch added on http://www.neviksti.com/StarOcean/SF96soe.rar I haven't messed with this ...
- Tue Jan 20, 2009 2:29 pm
- Forum: Development
- Topic: SNES reverse engineering through schematics
- Replies: 15
- Views: 19470
I am just saying that I am going to start entering it into WinQCad, if after all these years the editor for PCB123 doesn't suck. ... With something like Visio or a vector drawing package, it's just lines on a page. If I take the time to do it this way, at least somebody could, for whatever reason, ...
- Tue Jan 20, 2009 2:04 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418251
- Tue Dec 23, 2008 9:23 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 377170
And strictly speaking, the data in the ROM does not matter. It doesn't matter that Nintendo enforced a set of rules. It's still data. If you modify that data and replace the ROM chips, it will still run. Hardware doesn't look at it, and it sucks to me that emulators do. I like the alternative idea ...
- Sun Nov 23, 2008 11:12 am
- Forum: Insane Chatter
- Topic: What do you suggest for a simple PCX image editor?
- Replies: 8
- Views: 6443
What do you suggest for a simple PCX image editor?
I'm trying to find an image editor that can do the following: - As for editting features, if it supports everything MS-Paint does, that's all I need - PCX file support - handles palettes images well (can easily edit palette and select colors from the palette, etc.) - does not rearrange palette autom...
- Tue Nov 11, 2008 12:38 pm
- Forum: bsnes Dev Talk
- Topic: New website layout; long, ranty political reflections
- Replies: 113
- Views: 226402
Re: New website layout; long, ranty political reflections
Many many people complain about policies being wrong, feel their position is obvious, and are confused why people can't just see the 'big picture'. I've seen very heartfelt pleas to "reasonableness" from many different views as I'm sure all of you have as well. So what is the problem here?...
- Tue Nov 04, 2008 7:34 am
- Forum: Development
- Topic: SNES reverse engineering through schematics
- Replies: 15
- Views: 19470
I found someone who had them again, and put them here: http://www.neviksti.com/wiki/Schematics They seem editted a bit from what I remember, but these are definitely the same ones I had on my old computer. In particular, it is hard to read many of the labels. If someone could clean these up, that wo...
- Tue Nov 04, 2008 7:24 am
- Forum: Development
- Topic: Interesting snes related hardware for sale thread
- Replies: 12
- Views: 9912
Re: Interesting snes related hardware for sale thread
Note, that these are not mine, but I know there are some hardware junkies that would be interested. Prototype Xband modem: http://www.digitpress.com/forum/showthread.php?t=124002 I might be interested in this, but I can't reach the thread (even after logging in) for some reason. It just says I don'...
- Fri Oct 31, 2008 12:02 pm
- Forum: bsnes Dev Talk
- Topic: TribalTap is now proven to be a fraud
- Replies: 9
- Views: 37082
If there was anything else you wanted -- we can make another thread, or discuss via PM / e-mail / IRC or something if you prefer. If I remember correctly, somewhere in the threads you gave a fairly detailed starting suggestion for the format and how it would work. If you dug that up and plopped it ...
- Thu Oct 30, 2008 6:37 am
- Forum: bsnes Dev Talk
- Topic: TribalTap is now proven to be a fraud
- Replies: 9
- Views: 37082
TribalTap is now proven to be a fraud
It has come up several times: Do any games actually have 6player play supported by this device? There are all kinds of rumors, and it is like trying to disprove Santa exists... no one can find a game that supports it, but the rumor persists. Furthermore, despite exhaustive testing, it appears imposs...
- Mon Aug 25, 2008 8:07 am
- Forum: Development
- Topic: Dumping Snes Prototypes
- Replies: 4
- Views: 5971
- Fri Aug 15, 2008 1:43 pm
- Forum: bsnes Dev Talk
- Topic: SNES internal header detection
- Replies: 13
- Views: 12892
If you wouldn't mind me implementing a version subject to change in the future, it really shouldn't be more than a weekend project. Getting it added in finalized form, I'd like it if I had a version of NSRT that could spit out all the PCB files for me, so I had lots to test with right off the bat. ...
- Thu Aug 14, 2008 4:05 pm
- Forum: bsnes Dev Talk
- Topic: SNES internal header detection
- Replies: 13
- Views: 12892
- Wed Aug 13, 2008 10:49 pm
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 73362
I'm not quite following here. It sounds like the overarching problem here is that video sync was given up for audio sync, and a possible solution is to get a better audio resampler? So if it just comes down to an audio resampler, and the previous attempts did the following: This results in nice spee...
- Sun Aug 10, 2008 6:46 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.033 released
- Replies: 227
- Views: 120921
- Sat Aug 09, 2008 8:21 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.033 released
- Replies: 227
- Views: 120921
http://img379.imageshack.us/img379/982/snestribaltapbk3.jpg ... Hard to say, but the adapters are dirt cheap on eBay. If someone really wants it figured out, cover the cost + shipping and I'll pick one up. Alright, I give up. Here's a write up of all I figured out so far (including data on some con...
- Thu Aug 07, 2008 2:50 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.033 released
- Replies: 227
- Views: 120921
Speaking of which ... neviksti: In your updated DecompMode0.c file, you declare NUM_CONTEXTS as 15, but it should be 30. I'm guessing it runs fine in isolation (memory initializes to zero and all that), but when mode 2 ran and set contexts up to 32; only clearing 15 was resulting in corrupted graph...
- Thu Aug 07, 2008 11:28 am
- Forum: Development
- Topic: SPC7110 Decompression
- Replies: 38
- Views: 33680
neviksti: can you do some tests on the cart of what the result is of writes to those two registers nach mentioned are? I believe they might be important. LN I can run some tests if needed. Can you be more specific though? The only thing I saw about Nach asking what happens when you write to some re...
- Wed Aug 06, 2008 12:42 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.033 released
- Replies: 227
- Views: 120921
You probably already have it. It is the code I posted on zsnes, as opposed to the older code I posted on nesdev. topic: http://board.zsnes.com/phpBB2/viewtopic.php?t=11727 Source files: for compression: mode0 , mode1 , mode2 for decompression: mode0 , mode1 , mode2 You don't need the compression stu...
- Tue Aug 05, 2008 11:37 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.033 released
- Replies: 227
- Views: 120921
Nearing a release. I want to state machine neviksti's SPC7110 decompression code, and I should be ready on my end. While the decomp output is the same, the code I wrote up for utilities for romhackers is slightly cleaner and more consistently termed between each mode. In particular, the old code ha...
- Mon Aug 04, 2008 9:52 am
- Forum: bsnes Dev Talk
- Topic: New HDMA emulation findings
- Replies: 25
- Views: 24164
Also, inside of HDMA transfers ... I'm not entirely sure how the bus interleaving works. Obviously 8 cycles/transfer makes for an interesting problem: you don't have the read value immediately, you have some bus overhead before the read value is returned. But then wouldn't that cut into the bus wri...
- Thu Jul 31, 2008 7:19 am
- Forum: bsnes Dev Talk
- Topic: BS-X technical discussion
- Replies: 110
- Views: 231405
Picture of the board: http://img148.imageshack.us/img148/4959/satellaview3yl1.jpg So the maskrom houses the st. giga program, and the PSRAM is what temporarily stores the incoming data, some of which can be written onto an EEPROM expansion cart? Wow! Thanks for sharing the picture. Yes, the PSRAM c...