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Author Topic: Screenshots  (Read 958481 times)

Gedankenschild

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Re: Screenshots
« Reply #920 on: March 16, 2015, 01:13:06 pm »
Snes Doom Editor (WIP)

Spoiler:
[/URL][/img]




Terranigma (rus) (WIP)
Spoiler:



Illusion of Gaia (rus) (WIP)
Spoiler:


Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?

Oh man, a VWF makes everything look smoother and more polished.  :thumbsup: I'd love to see that for the english/international versions, too. Maybe a downsizing of the text boxes to make them look less empty (not talking about the screenshots now, of course) on top of that...

Revenant

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Re: Screenshots
« Reply #921 on: March 17, 2015, 03:47:26 am »
Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?

Most SNES cartridges have a maximum ROM size of 4 MB (32 megabits), including all SuperFX games.

Speaking of SuperFX, I tweaked my silly little debugger a bit more a while ago



Right now each step shows the registers involved in the current and previous instructions. It's kind of ugly and it's not really useful until I get around to adding register editing for all architectures (another thing the original bsnes debugger was sorely lacking...)

Fun fact: the "step out" and "step over" buttons are disabled for SuperFX because I couldn't actually come up with a good way to implement them. The FX has a link register for storing return addresses, but it doesn't actually have "call" or "return" instructions, or even a stack. It's an... interesting architecture.
« Last Edit: March 17, 2015, 03:58:06 am by Revenant »

mopoz

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Re: Screenshots
« Reply #922 on: March 17, 2015, 07:46:18 am »
Most SNES cartridges have a maximum ROM size of 4 MB (32 megabits), including all SuperFX games.

Code: [Select]
GSU2, and GSU2-SP1
  1 ROM.A17
  2 ROM.A16
  3 ROM.A15
  4 ROM.A14
  5 ROM.A13
  6 ROM.A12
  7 ROM.A11
  8 ROM.A10
  9 ROM.A9
 10 ROM.A8
 11 ROM.A7
 12 ROM.A6
 13 ROM.A5
 14 VCC
 15 ROM.A4
 16 ROM.A3
 17 ROM.A2
 18 ROM.A1
 19 ROM.A0
 20 ROM./CE
 21 ?       (NC, probably /CE for 2nd ROM chip)
 22 ROM.D7
 23 ROM.D6
 24 ROM.D5
 25 ROM.D4
 26 ROM.D3
 27 ROM.D2
 28 GND?
 --
 29 ROM.D1
 30 ROM.D0
 31 ?
 32 ?
 33 /WR
 34 /RD
 35 /RESET
 36 GND?
 37 D7
 38 D6
 39 D5
 40 D4
 41 D3
 42 VCC
 43 GND
 44 D2
 45 D1
 46 D0
 47 A23
 48 A22
 49 A21
 50 A20
 51 A19
 52 A18
 53 A17
 54 A16
 55 A15
 56 A14
 --
 57 A13
 58 A12
 59 /IRQ
 60 A0
 61 A1
 62 A2
 63 A3
 64 A4
 65 GND?
 66 A5
 67 A6
 68 A7
 69 A8
 70 VCC
 71 A9
 72 A10
 73 A11
 74 GND
 75 X1 (21.44MHz)
 76 VCC
 77 SRAM.D0
 78 SRAM.D1
 79 SRAM.D2
 80 SRAM.D3
 81 SRAM.D4
 82 SRAM.D5
 83 SRAM.D6
 84 SRAM.D7
 --
 85 SRAM.A0
 86 SRAM.A1
 87 SRAM.A2
 88 SRAM.A3
 89 SRAM.A4
 90 SRAM.A5
 91 SRAM.A6
 92 SRAM.A7
 93 SRAM.A8
 94 SRAM.A9
 95 NC?
 96 NC?
 97 VCC
 98 VCC
 99 GND
 100 SRAM.A10
 101 SRAM.A11
 102 SRAM.A12
 103 SRAM.A13
 104 SRAM.A14
 105 NC/SRAM.A15
 106 NC/SRAM.A16
 107 SRAM./OE
 108 SRAM./WE
 109 ROM.A20
 110 ROM.A19
 111 GND
 112 ROM.A18

Hmm.. I found  pinout for the FX2 chip. Here the ROM address bus to 21 bits. It turns out that addressing the chip is 2 megabytes. If production use decoder/multiplexer, then you can come up with something for the real hardware. Emulator is not a problem to increase the bus. But on the console itself is already hard.

It's sad, I wanted to make a full DooM with all levels and textures :-[ :-[ :-[

What about your debugger, it's very cool!  :D
When it can be already downloaded, and that hard work with SFX tracer (many lines) >:(
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mziab

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Re: Screenshots
« Reply #923 on: March 17, 2015, 11:01:37 am »
Most SNES cartridges have a maximum ROM size of 4 MB (32 megabits), including all SuperFX games.

Speaking of SuperFX, I tweaked my silly little debugger a bit more a while ago



Right now each step shows the registers involved in the current and previous instructions. It's kind of ugly and it's not really useful until I get around to adding register editing for all architectures (another thing the original bsnes debugger was sorely lacking...)

Fun fact: the "step out" and "step over" buttons are disabled for SuperFX because I couldn't actually come up with a good way to implement them. The FX has a link register for storing return addresses, but it doesn't actually have "call" or "return" instructions, or even a stack. It's an... interesting architecture.

Revenant: I have a few custom patches for bsnes which add some minor stuff I needed to the debugger, namely displaying tile addresses on click in the VRAM viewer (makes the viewer much more useful IMHO) and reloading the current rom (which I do a lot when applying my assembly hacks with xkas). Would you be interested in them?

I see you've fixed the crash when exporting memory with games which have no SRAM, so that's one thing off my list.

Revenant

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Re: Screenshots
« Reply #924 on: March 17, 2015, 07:17:58 pm »
Hmm.. I found  pinout for the FX2 chip. Here the ROM address bus to 21 bits. It turns out that addressing the chip is 2 megabytes. If production use decoder/multiplexer, then you can come up with something for the real hardware. Emulator is not a problem to increase the bus. But on the console itself is already hard.

It's sad, I wanted to make a full DooM with all levels and textures :-[ :-[ :-[

What about your debugger, it's very cool!  :D
When it can be already downloaded, and that hard work with SFX tracer (many lines) >:(

Interesting. I re-checked the bsnes source and the FX address bus is indeed more limited. At least Fullsnes seems to show that the address mapping on the SNES side can still go higher, so it may be possible to get creative and go past the FX's limit somehow (like using the main CPU to buffer textures/etc. into the shared RAM area, depending on how much of it is used by the game already). Would be interesting to experiment with.

mziab, mind sending me a pull request here? Those definitely sound useful (and ROM saving/reloading was on my todo list already, so it'd help me with that too).

There's a lot I plan to do with the original debugger GUI to make it more useful once I get some free time for it. I'll start a project thread and start posting Windows builds once it matures a little bit.

justin3009

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Re: Screenshots
« Reply #925 on: March 17, 2015, 08:18:14 pm »
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Zynk

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Re: Screenshots
« Reply #926 on: March 17, 2015, 08:43:05 pm »

inb4luigifans Please add Luigi!  :thumbsup:
Oh, and Toad too!

Grimoire LD

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Re: Screenshots
« Reply #927 on: March 17, 2015, 08:58:14 pm »


That... is pretty awesome. I love Super Mario RPG but the hacking scene for it (despite amazing tools!) has been very low-key. I can see that for the moment Daisy's just a palette swap of Peach with seemingly identical stats, but I'm sure you'll change that before long.

Also yes, Toad and Luigi would be grand as well, haha.

justin3009

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Re: Screenshots
« Reply #928 on: March 17, 2015, 09:04:36 pm »
She's using her classic design which was very similar to Peach, but her hair is slightly different. Trying to keep the old style feel.

She has her own set of sprites and stats but uses Peach as just a base to get her down. I've even modified Lazy Shell to allow her to be edited and the PC names. I'll have to update the graphics portion since they're all using the bank swap code to load now.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Grimoire LD

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Re: Screenshots
« Reply #929 on: March 17, 2015, 09:14:42 pm »
She's using her classic design which was very similar to Peach, but her hair is slightly different. Trying to keep the old style feel.

She has her own set of sprites and stats but uses Peach as just a base to get her down. I've even modified Lazy Shell to allow her to be edited and the PC names. I'll have to update the graphics portion since they're all using the bank swap code to load now.

Ah you're right. I hadn't noticed that, her hair is a bit different. My mistake. All in all, it's looking good and it's good to know that Peach's stats are just a base. That you actually managed to include an Extra Party Member into Super Mario RPG in the first place is the most impressive part about this!

Zero Dozer

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Re: Screenshots
« Reply #930 on: March 18, 2015, 01:03:38 am »


Justin, am I going bonkers or did you just include DAISY in Super Mario RPG?

Will you turn it into a more complex hack?

justin3009

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Re: Screenshots
« Reply #931 on: March 18, 2015, 12:16:45 pm »
I don't think it'll turn into anything complex.  Just had the itch to add in a new character due to a friend and went full force on it.

Surprisingly wasn't too difficult so far.  I had to move a couple things around in SRAM so any old saves won't work unless the two bits are swapped manually (Which really isn't much.  Just the current map location and the PCs you have.)

If I add anymore, it'd probably be Luigi..even then I may be out of palette room for the Menu and such.  But that's down the road later once Daisy is fully completed and working.  Still got a chunk of work left to do for her.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

mziab

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Re: Screenshots
« Reply #932 on: March 18, 2015, 01:34:17 pm »
mziab, mind sending me a pull request here? Those definitely sound useful (and ROM saving/reloading was on my todo list already, so it'd help me with that too).

There's a lot I plan to do with the original debugger GUI to make it more useful once I get some free time for it. I'll start a project thread and start posting Windows builds once it matures a little bit.

Sure, I have a GitHub account, so this was my intent all along. The code might be a bit hackish and can probably be re-implemented in a cleaner way, so feedback is much appreciated.

Apart from those, I wanted to add DMA tracing like in Geiger's debugger, but never got around to it. I also implemented  invalid VRAM write/read logging, but ran into a snag and haven't looked at it since.

By the way, your repo seems to be missing the out and obj directories, which are needed for build. Not a big deal, but a fresh checkout will fail to build unless the user creates them by hand.

EDIT: Okay, sent you both features as pull requests.
« Last Edit: March 18, 2015, 02:14:31 pm by mziab »

justin3009

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Re: Screenshots
« Reply #933 on: March 18, 2015, 03:27:40 pm »
If you keep developing that debugger, hopefully to heck it'd be the 'new' one to use.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Revenant

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Re: Screenshots
« Reply #934 on: March 18, 2015, 07:28:47 pm »
By the way, your repo seems to be missing the out and obj directories, which are needed for build. Not a big deal, but a fresh checkout will fail to build unless the user creates them by hand.

Whoops, I thought I had fixed that a while ago but never actually added the dummy .gitignores to the repo. Should be okay now.

Celice

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Re: Screenshots
« Reply #935 on: March 18, 2015, 09:13:50 pm »

Terranigma (rus) (WIP)
Spoiler:



Illusion of Gaia (rus) (WIP)
Spoiler:


Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?
This is really awesome to see! I've been learning Russian earlier this year to play some interesting Stalker mods with, and have been looking into Russian fan translations to replay favorite games, to help learn the language better.

Mauron

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Re: Screenshots
« Reply #936 on: March 19, 2015, 07:07:28 pm »


I need to fiddle with the HDMA a little, but I've got the stats, icons, and PCs positioned. The equip in shop screen also needs box adjusting.

Think I should stretch the other boxes?
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Grimoire LD

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Re: Screenshots
« Reply #937 on: March 19, 2015, 10:23:38 pm »


I need to fiddle with the HDMA a little, but I've got the stats, icons, and PCs positioned. The equip in shop screen also needs box adjusting.

Think I should stretch the other boxes?

Oh ho! Now this has been something that has been talked about for ages at this point! I am so glad to see these party enhancement hacks that people are coming up with! Nothing makes an old RPG feel like new when a new character joins the group!

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Re: Screenshots
« Reply #938 on: March 19, 2015, 10:42:58 pm »
I wouldn't recommend stretching any of those boxes. That black frame is an area of the screen that gets cuts away with overscan on a real TV, meaning it's not safe to use at all.
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Mauron

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Re: Screenshots
« Reply #939 on: March 19, 2015, 11:07:32 pm »
I wouldn't recommend stretching any of those boxes. That black frame is an area of the screen that gets cuts away with overscan on a real TV, meaning it's not safe to use at all.

Thanks for the info. I'll have to see if I can remove some spacing from the data.

Edit: I modified the menu to avoid overscan issues.



I need to adjust the hand so it points properly to all characters. Maybe a downward pointing version of it so it doesn't overlap other characters?
« Last Edit: March 20, 2015, 05:09:56 am by Mauron »
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