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ASM Tutorial

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Published in 
 · 22 Apr 2024
ASM Tutorial Written by Jay Table of contents Introduction CPU Register/Flags Addressing Modes Opcode Reference FAQ's 1) Introduction This is a tutorial on 65816 asm used in the snes, made easy for dumb people to understand (sorta). In case you are wondering, I don't program in this language, so it is possible that I will write something incorrectly in this tutorial. If so, you can e-mail me at tennj@yahoo.com, to complain about how I suck at tutorials. Learning asm language isn't easy. If you already know a high-level programming language, the process will be a lot more easier. If you already know a low-level programming ...

Anomie's SNES Timing Doc

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Published in 
 · 22 Apr 2024
Anomie's SNES Timing Doc Revision: 1126 Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) <anomie@users.sourceforge.net> This is a document intended to describe various aspects of SNES timing. It will probably not be useful unless you already know a good bit about the SNES. BTW, special credit to byuusan for the critical observation that the SNES returns to a known timing position on reset. Thus, a deterministic ROM (i.e. it doesn't depend on user input or any other randomness) will always give the same results on reset. And a series of ROMs which vary only in the master cycle count before testing some event (like the value...

HARDWARE SPECIFICATION TO SWC & SMC PROGRAMMER ONLY

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Published in 
 · 22 Apr 2024
------------------------------------------------------------------------------- 1. HARDWARE SPECIFICATION TO SWC & SMC PROGRAMMER ONLY. ------------------------------------------------------------------------------- 1) DRAM - 28 MEGA BITS MAXIMUM AVAILABLE. 2) SRAM - 256k BITS. (BATTERY BACKUP) 3) ROM - 128K BITS. (FIRMWARE) 4) FLOPPY DRIVE INTERFACE - * MOTOROLA MCS3201 CHIP. (NEC 765A COMPATIBLE) * COMPATIBLE WITH IBM PC/AT AND XT DISK DRIVE SYSTEM. * SUPPORTS 3.5 OR 5.25 INCH FLOPPY DISK DRIVE. * DB-25 FEMALE CONNECTOR. (NON-STANDARD) * SUPPORTS ONLY NON-DMA MODE. (POLLING) 5) PARALLEL PORT INTERFACE - * 8 BITS INPUT, 4 BITS O...

Anomie's SPC700 Cycle Doc

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Published in 
 · 22 Apr 2024
========================================================= Anomie's SPC700 Cycle Doc $Revision: 1126 $ $Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) $ <anomie@users.sourceforge.net> ========================================================= 1 Register, Immediate -- A,#i; X,#i; Y,#i (ADC,AND,CMP,CMP,CMP,EOR,MOV,MOV,MOV,OR,SBC) (2 bytes) (2 cycles) 1 PC Op Code 1 2 PC+1 Data 1 * This should be accurate. 2 Register, Register -- A,X; A,Y; X,A; X,Y; Y,A; Y,X; SP,X; X,SP (MOV,MOV,MOV,MOV,MOV,MOV) (1 byte) (2 cycles) 1 PC Op Code 1 2 ?? IO ? * This should be accurate. 3 Register, Direct -- A,d; X,d; Y,d (ADC,AND,CMP,CMP,CMP,EOR,MO...

Anomie's SPC700 Doc

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Published in 
 · 22 Apr 2024
Anomie's SPC700 Doc Revision: 1126 Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) <anomie@users.sourceforge.net> IPL BOOT ROM This is the boot ROM image, which the SPC700 executes on reset. $CD $EF $BD $E8 $00 $C6 $1D $D0 $FC $8F $AA $F4 $8F $BB $F5 $78 $CC $F4 $D0 $FB $2F $19 $EB $F4 $D0 $FC $7E $F4 $D0 $0B $E4 $F5 $CB $F4 $D7 $00 $FC $D0 $F3 $AB $01 $10 $EF $7E $F4 $10 $EB $BA $F6 $DA $00 $BA $F4 $C4 $F4 $DD $5D $D0 $DB $1F $00 $00 $C0 $FF .ORG $FFC0 MOV X, #$EF ; *** INIT *** MOV SP, X ; setup stack MOV A, #$00 ; clear page 0 RAM - MOV (X),A DEC X BNE - MOV $F4,#$AA ; Signal "ready" to 5A22: $2140-1 will return #$BBAA MOV...

SNES Layering Explained

Dreamcast's profile picture
Published in 
 · 22 Apr 2024
SNES Layering Explained Piken (fdwr_at_hotmail.com) 2004-04-04 / 2003-01-20 http://oregonstate.edu/~robinsfr/snes.html http://members.tripod.com/FDwR/snes.html This doc assumes you already understand the basic concept of what a tilemap and scrollable planes are. The SNES can have up to 4 separate low-color backgrounds, 1 high-color scalable, rotatable background, and various combinations in between. How many backgrounds (bgs) and the color depth of each one is determined by the current video mode (0-7). The most common video mode used by the majority of games is mode 1, which has three bgs. They are num...

Anomie's SNES Port Doc

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Published in 
 · 22 Apr 2024
Anomie's SNES Port Doc Revision: 1132 Date: 2007-04-27 19:31:57 -0400 (Fri, 27 Apr 2007) <anomie@users.sourceforge.net> This is a document intended to describe the various hardware ports on the SNES. It will not describe how these ports are used by what may be plugged into them. In the doc below, "active", "1", "logic-1", and so forth all mean the same thing. Note that "1" does not necessarily correspond to either high or low voltage. (BTW, i could use some help here: if anyone knows whether anything is active-high or active-low, or what the voltages for high and low are for any particular port, please let me know!) CONTROLLER P...

Anomie's SNES OpenBus & Wrapping Doc

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Published in 
 · 21 Apr 2024
Anomie's SNES OpenBus & Wrapping Doc Revision: 1126 Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) <anomie@users.sourceforge.net> Open Bus The theory is that the S-CPU chip has something called a "Memory Data Register" or MDR, which stores the value for every read/write. When you attempt to read from unmapped memory, no new value is supplied for this register and so you read the same old value over and over. Note that CPU IO cycles do not affect the MDR (and therefore the Open Bus value), even though the datasheet specifies addresses for those cycles. Note that JSL a pushes the old PB before reading the new PB, in ca...

Anomie's SNES Memory Mapping Doc

Dreamcast's profile picture
Published in 
 · 21 Apr 2024
Anomie's SNES Memory Mapping Doc Revision: 1126 Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) <anomie@users.sourceforge.net> This is a document intended to describe the SNES memory map. It will NOT include information on the MAD-1 or any other address decoder. HARDWARE The SNES has one 8-bit data bus, two address busses typically known as "Address Bus A" and "Address Bus B". Data Bus The data bus is 8 bits. If nothing sets a value on the data bus for any particular read request, the last value placed on the bus is read instead (this is known as "Open Bus"). LINE | CART | EXPAND -----+------+-------- D0 | 19 | 11 D1 | 20 | 1...

Anomie's Register Doc

Dreamcast's profile picture
Published in 
 · 21 Apr 2024
Anomie's Register Doc Revision: 1157 Date: 2007-07-12 16:39:41 -0400 (Thu, 12 Jul 2007) <anomie@users.sourceforge.net> Contents Registers Sprites 2.1 OAM 2.2 Palettes 2.3 Character table in VRAM 2.4 Sprite Priority 2.5 Drawing the Sprites Backgrounds 3.1 BG Modes 3.2 Tile Maps and Character Maps 3.3 BG Scrolling 3.4 Direct Color Mode 3.5 Mode 0 3.6 Mode 1 3.7 Mode 2 3.8 Mode 3 3.9 Mode 4 3.10 Mode 5 3.11 Mode 6 3.12 Mode 7 3.13 Rendering the BGs 3.14 Unresolved Issues Windows 4.1 The Color Window Rendering the screen 5.1 Mosaic 5.2 Color Math 5.3 Rendering the Screen Controllers 6.1 Generic 6.2 "Open Port" 6.3 Joypads 6.4 Mouse ...

TribalTap

Dreamcast's profile picture
Published in 
 · 21 Apr 2024
TribalTap
The Tribal Tap is a multitap made by Naki. This company still exists or at least is related to Naki-World. There is a Tribal-Tap 5 which should be similar to a Hudson multitap (I do not own one to test), allowing four joypads to attach to one SNES controller port. Therefore with one joypad in the other controller port, this allows for five player play. There is also a Tribal Tap which allows five joypads to attach to one SNES controller port. It has a three position switch allowing selecting the mode: 2p, 5p, 6p. Contents 1 Tribal Tap 6 1.1 Controller connectors 1.2 Switch 1.3 IC Chip 1.4 Fraud Warning Tribal Tap 6 The PCB is one sided an...

Running Linux on the Sega Dreamcast

Looking for a low-cost way to get started with embedded Linux? Or a fun weekend project? In this detailed how-to article, Bill Gatliff explains everything you need to do to install Linux on a Sega Dreamcast gaming console. Even the necessary Linux kernel, bootloader, and utility kernel patches are included and available for download.

Dreamcast's profile picture
Published in 
 · 16 Feb 2024
Running Linux on the Sega Dreamcast
Introduction One of the more challenging aspects of learning about embedded Linux is the scarcity of cheap, compatible hardware. Sure, Linux runs fine on a personal computer, but does being able to run Linux on your workstation mean you can call yourself an embedded Linux guru? Hardly. You may not believe me now, but you will shortly. What's needed to really explore Linux as an embedded operating system is a well-documented, inexpensive and readily available hardware platform that isn't based on an Intel x86-compatible microprocessor. By excluding PCs, the list of candidates becomes: PDAs, internet appliances, and gaming consoles...

F.A.Q sobre o Sega Dreamcast

Dreamcast's profile picture
Published in 
 · 15 Feb 2024
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Dreamcast Pal Games List

By shining3master Version 1.03 Last Update 07/09/2006 E-mail: shining3master@yahoo.com My website: http://www.geocities.com/shining3master

Dreamcast's profile picture
Published in 
 · 24 Jul 2023
Table of Content Version History Legal Information Introduction Frequent Questions and Answers PAL Games Information PAL Games List Additional Dreamcast Software and Demo Discs PAL Peripherals List UK Dreamcast Magazines Packaging Mistakes and Errors Credits Plans for Next Update Contact Information 1. Version History Version 1.03: 07/09/2006 On going update Version 1.02: 04/01/2006 Massive update, have finally got around to releasing this update after working on it for the past year. All sections have been updated and a number of spelling error's corrected. Have numbered all the PAL games and have re-listed a few of ...
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Manipulate CD images with IsoBuster

Dreamcast's profile picture
Published in 
 · 23 Dec 2022
Example of a classical image tree structure for a CD-ROM
Ever loaded a CD image without knowing what to do, or burned it only to find out that the CD doesn't work or doesn't respond to your expectations? IsoBuster should be able to help you. IsoBuster is without doubt the best tool for manipulating and extracting files from a CD image. It can read very many formats from the multitude of existing burning software: *.DAO (Duplicator) *.TAO (Duplicator) *.ISO (Nero, BlindRead, Creator) *.BIN (CDRWin) *.IMG (CloneCD) *.CIF (Creator) *.FCD (Uncompressed) *.NRG (Nero) *.GCD (Prassi) *.P01 (Tostada) *.C2D (WinOnCD) *.CUE (CDRWin) *.CIF (DiscJuggler) *.CD (CD-i OptImage) *.GI (Prassi PrimoDVD) ...

How to downsample SFD file (MPEG-1 + ADX)

Dreamcast's profile picture
Published in 
 · 22 Dec 2022
Create a folder name Downsample in c:\selfboot Start the Mpeg-VCR V3.00 In Mpeg-VCR V3.00 Menu, select Tool/MPEG DeMultiplexer Check the following options accordingly: For Example: Game Silver, File Intro.sfd Input File Stream: C:Selfboot\Data\Moive\Intro.sfd Output File Video: C:\SelfBoot\Downsample\Intro.M1V Output File Audio: C:\SelfBoot\Downsample\Intro.ADX Click save to start the Recording Processed After that you'll got the Intro.M1V & Intro.ADX files in your HD, Close Mpeg-VCR V3.00, it's times to next step Start CinePack Click File menu / Open Select Intro.ADX (which locate in c:\selfboot\Downsample\) Click Fil...

How to translate a Dreamcast game

Dreamcast's profile picture
Published in 
 · 15 Nov 2022
How to translate a Dreamcast game
What do you need: Hex Workshop 3 Editor Much patience The Crazy Taxi game (for this example) How to do it: I'm going to use Crazy Taxi as an example, as it's the simplest game to start with. First install the program Hex WorkShop 3. Copy the entire game to a folder on your computer's hard drive. Remove the READ-ONLY attribute from all files. Right-click and Properties . Run Hex WorkShop 3 and open the 1st_read.bin file. Search for the texts you see in the image. All texts can be modified following the following rules: You cannot put more letters than the one already present. Do not modify texts that are similar to directories,...
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