<Seru-kun> Anyway, want to see a working Satellaview homebrew on video ? <Kiddo> Sure, although the ROM'd probably be quicker. <Seru-kun> http://www.youtube.com/watch?v=3zDirQXD8Cw -Seru-kun- DCC Send SatellaviewTest2Working.rar (184.108.40.206)
- Seru-kun has offered SatellaviewTest2Working.rar (1076 bytes)
- DCC RECV connection established to Seru-kun [220.127.116.11:1024]
- DCC RECV SatellaviewTest2Working.rar from Seru-kun complete [1076 cps]. <Seru-kun> And the ROM. RAR'd. <Seru-kun> It's using the Hello World Source <Kiddo> I myself was trying to work on getting the ROM to try to work, but it seemed like just modifying the area where the header would go would corrupt the ROM and cause it to crash. <Seru-kun> Actually, it was the header's fault all along <Seru-kun> Something was missing <Seru-kun> And i've checked that via a debugger. <Seru-kun> It's using a pointer. <Seru-kun> It needs a pointer with where the program starts <Seru-kun> That's why it wouldn't work. <Seru-kun> And i added the data about it on the wiki. <Kiddo> Ohhh <Seru-kun> I don't know why there's 14 pointers. <Seru-kun> But anyway, i found the way to get a Homebrew ROM working. <Kiddo> Alright. Let me check this out in BSNES <Kiddo> Nice. O: <Seru-kun> You got here, the 1st homebrew for Satellaview. <Seru-kun> ^^ <Kiddo> Yeah. This is probably worth putting on the Blog. <Kiddo> Anyway, -now- I'm checking the Youtube vid. Ah, the commentssss, I can't even read them. <Kiddo> lol <Seru-kun> I got some french that watches my videos <Seru-kun> But that's normal to me, i'm french too. <Kiddo> Ah, neato. <Seru-kun> There's no Audio on the YoUTube vid <Seru-kun> I had problems with recording bsnes <Seru-kun> bsnes lags my recorder. <Kiddo> Well, there's no audio on the homebrew app anyway. :P <Kiddo> I'm all too familiar with how BS-X sounds anyway, lol <Seru-kun> ^^ <Seru-kun> I have a question. <Seru-kun> What's this PSRAM for ? <Kiddo> From my speculation, PSRAM stored game data temporarily. This data was likely much of the content that's now -missing- from many Soundlink game dumps <Kiddo> for example it may have held BS Fire Emblem's CG Art, or BS Zelda Inishie no Sekiban's Tiles. <Seru-kun> oh <Kiddo> No one's ever actually been able to access PSRAM though, from my knowledge <Kiddo> and it's generally assumed that now that's empty. <Seru-kun> I'm guessing that new registers were added for BS-X. <Kiddo> I unfortunately am a technical n00b so I'll just take your word for it. <Seru-kun> It wouldn't be likely that PSRAM were accessible directly. <Kiddo> There would have to be a way for PSRAM to be accessed while a different ROM was executed for the theory about Inishie no Sekiban to hold. <Seru-kun> Most likely it would be registers that accesses the PSRAM, with read/write. <Seru-kun> But i can't say where are those registers. <Kiddo> A lot of ROMs also access the BS-X for fonts, graphics and sound effects. Would those be handled by registers as well? <Seru-kun> Probably. <Kiddo> I would likely suggest at some point in checking your Satlelaview homebrewing to see how those can be done. Without being able to call them up, running a Satellaview homebrew may just feel like running SNES Homebrew with a lot more restrictions. <Seru-kun> I'm watching the C++ code in BSNES. <Seru-kun> of BSNES* <Seru-kun> Seems like there's 7 registers. <Seru-kun> No wait <Seru-kun> 13 registers. <Kiddo> 13? That's a bit of a difference from 7. Unlucky Number vs. Lucky Number. <Seru-kun> Register 2192 = Raw Time ? <Kiddo> Ah <Kiddo> I'd guess there'd be registers for hour, minute and second <Seru-kun> Sorry. <Seru-kun> 14. <Kiddo> Ahh <Kiddo> These are all Satellaview-specific registers, yes? Perhaps they deserve their own article. <Seru-kun> I should do a homebrew with access to them <Kiddo> http://wiki.superfamicom.org/snes/show/Satellaview+%28Meta%29 - linking to the "Meta" page for the moment, uh... because I do stuff like that. <Kiddo> Yeah <Seru-kun> Wait, i can use the trace log i did, if it's using those registers in the loading... <Kiddo> Perhaps the next test would be to display text in the Shift_JIS font, display the clock, display a graphic from BS-X, and play one of the sounds on SPC tunes the Satellaview has. <Kiddo> Hrm. <Seru-kun> Somehow, in the trace log, Register $2188 is used <Seru-kun> It gives $aa to $2188 and compare the value of the register to $aa <Seru-kun> If not equal, it goes somewhere else, probably to give an error ? <Kiddo> It could be a security check, yes. <Kiddo> If you're bored enough you can check an Error 09'd ROM to see, I guess. <Seru-kun> ... <Seru-kun> Ok, i'll recount the registers... <Seru-kun> Ok, it's 14 for sure, i thought there was more... <Seru-kun> It does recheck on the same register, but with value $55. <Kiddo> Hrm <Seru-kun> Then it resets to $00 on registers $2188, $2189, $218e, $218f. <Kiddo> Perhaps enabling/disabling features? <Seru-kun> It loads up the value of $2188 <Seru-kun> Which is $00. <Seru-kun> It goes OR on registers $2189, $219e, $219f <Seru-kun> with registers* <Seru-kun> It's the only time that register $2188 is used. <Seru-kun> Anyway, $2192 is used to get the time. <Seru-kun> But there's a counter. <Seru-kun> And i don't know it's use. <Seru-kun> Just saw your new post on your blog <Seru-kun> ^^ <Kiddo> Hehe. ^^; <Kiddo> Anyway, $2192 gets the hour, minutes, and seconds? <Seru-kun> And other things. <Seru-kun> i don't know how it works. <Kiddo> Other things? Hrm. <Seru-kun> At least, what i know <Seru-kun> SNES9X adds the real time in this register <Kiddo> BSNES also does, from what I've seen <Seru-kun> Mario Excitebike uses it for sure <Kiddo> SNESGT actually lets you adjust the hour and minute. <Kiddo> So you can set it to whatever you'd want. <Seru-kun> I'm gonna use AlcaRobot ^^ <Kiddo> Most of the games check the minutes for activating Time-related triggers, but not the hour. <Seru-kun> Mario Excitebike does that for sure <Seru-kun> Why loading $2192 about 5 times at once ? <Kiddo> 5 times at once? Perhaps unoptimized code? <Seru-kun> I think i got it. <Seru-kun> Load $2192 12 times gets the minutes. <Seru-kun> It's about loading $2192 XX times <Seru-kun> It adds 1 to a counter <Seru-kun> (byuu's code) <Seru-kun> If Counter = 10, give seconds. <Seru-kun> If Counter = 11, give minutes. <Seru-kun> If Counter = 12, give hours. <Seru-kun> If Counter = 18, then Counter = 0. <Seru-kun> Now i got it. <Kiddo> wowie <Seru-kun> At least i got one register that i can understand. <Kiddo> One down and... 13 to go? XP <Seru-kun> xD <Seru-kun> I should try to do a little homebrew with read register $2192 and write value to the RAM <Kiddo> Yeah <Seru-kun> I'll train myself to do a loop too <Kiddo> Alrighty. <Seru-kun> Actually, i didn't do ASM for a few months (Hello Satellaview doesn't count, it's just an edit) <Kiddo> ahh <Seru-kun> But it looks like i still have the habit to do ASM <Seru-kun> ROM is ready to use. <Kiddo> Nice <Seru-kun> Oo <Kiddo> ? <Seru-kun> Why i have a list of 8 times the same ROM in BS-X ? <Kiddo> That's actually a BSNES issue. <Seru-kun> (It's a 1M rom, = 128KB) <Kiddo> It'll duplicate a ROM to fill up an 8M Pack <Kiddo> I don't really know why byuu went with that. <Seru-kun> It works, but there's something wrong <Kiddo> ? <Seru-kun> I don't think using Internal RAM is a good idea. <Kiddo> I assume some weird shit happened? <Seru-kun> Yeah <Seru-kun> Yeah <Kiddo> Might be hilarious to watch, maybe <Kiddo> kinda like the videos where I was glitching up Sekiban. <Seru-kun> Umm <Seru-kun> Weird shit in the RAM happened <Seru-kun> With black screen, while there's still the Hello World program inside <Kiddo> ahh. <Seru-kun> Nothing happened. <Seru-kun> I changed where it should add the values, but... <Seru-kun> Hello World works <Seru-kun> But storing values of $2192, it doesn't <Seru-kun> (on the RAM of course) <Kiddo> shrug <Seru-kun> ... <Seru-kun> Then bsnes has a problem getting real time in. <Seru-kun> On SNES9X, it works. <Kiddo> o.o <Kiddo> Check it on a few other emulators, just to be sure <Seru-kun> I have the real time in the RAM <Kiddo> BSNES strives for hardware accuracy, so logically it should be what the results would be like on an actual hardware test, but, who knows? <Seru-kun> Was it SNESGT ? <Kiddo> Yeah, you looking for that emulator? <Seru-kun> Yeah <Kiddo> The latest version IIRC is buried in the site's BBS underneath some spam <Seru-kun> Can you say the version number ? <Kiddo> I believe it was .036 <Kiddo> although there might be latter ones <Kiddo> or maybe I messed that up <Kiddo> hrm <Kiddo> http://gigo.retrogames.com/bbs/file/snesgt0230a0.zip - ah-ha <Kiddo> .. .maybe. I dunno <Kiddo> hrm <Kiddo> Yeha, I'm guessing .230 now <Seru-kun> Ouch Japanese ! <Seru-kun> No way i can understand that... <Kiddo> It supports language packs <Kiddo> http://snesemu.black-ship.net/emus/snesgt/snesgt0230b6e.zip - ah, ha. English? <Seru-kun> English ! <Seru-kun> ... <Kiddo> ? <Seru-kun> Why there's not a change in the memory... <Kiddo> SNESGT doesn't show anything? <Seru-kun> Actually, it works, but the memory has no changes... <Kiddo> So so far we've only seen it work on SNES9X. Hrm. <Seru-kun> Huh <Kiddo> Well, assuming I understand what you said right <Seru-kun> And without loading from BS-X ROM, memory shows something <Kiddo> It does? Weird... <Seru-kun> IT'S IMPOSSIBLE TO READ. <Seru-kun> So pixelated... <Kiddo> o.o I'd guess it to be gibberish <Seru-kun> Actually, the Memory Viewer is too weird for me <Seru-kun> Actually, the Memory Viewer is too weird for me <Seru-kun> It's too much pixelized for me. <Seru-kun> Ok so, i used an older version of bsnes, and i got something else. <Seru-kun> Second : 12 <Seru-kun> Minute : 39 <Seru-kun> Hour : 13 <Seru-kun> All in hexa <Seru-kun> And it's in real time <Seru-kun> Well anyway, i don't know the uses of the other values <Kiddo> Hrm <Seru-kun> And even if there's a way to add ROMs in a Data Pack... <Seru-kun> I can't even try to get something <Seru-kun> I don't have a NTSC SNES. And i don't have the real Satellaview to begin with. <Kiddo> Well, I have both of those, if I'd ever be a ginuea pig for testing <Kiddo> however I don't recally if anyone actually knows if the clock is saved in BS-X. It's commonly believed that it was pulled from St.GIGA's server origianlly. <Seru-kun> The clock, i don't need to know that, but i would more want about the other values <Kiddo> The other values could relate to BS-X graphics or sound effects, or the use of Soundlink in the ROM. <Kiddo> What else could they be...? Hrm.. <Seru-kun> And i don't feel like disassembling the BS-X ROM. <Kiddo> Well, I'll log this convo for now anyhow <Kiddo> the info should be useful
<Seru-kun> Ok so, i used an older version of bsnes, and i got something else. <Seru-kun> Second : 12 <Seru-kun> Minute : 39 <Seru-kun> Hour : 13 <Seru-kun> All in hexa <Seru-kun> And it's in real time <Seru-kun> Well anyway, i don't know the uses of the other values <Kiddo> Hrm <Seru-kun> And even if there's a way to add ROMs in a Data Pack... <Seru-kun> I can't even try to get something <Seru-kun> I don't have a NTSC SNES. And i don't have the real Satellaview to begin with. <Kiddo> Well, I have both of those, if I'd ever be a ginuea pig for testing <Kiddo> however I don't recally if anyone actually knows if the clock is saved in BS-X. It's commonly believed that it was pulled from St.GIGA's server origianlly. <Seru-kun> The clock, i don't need to know that, but i would more want about the other values <Kiddo> The other values could relate to BS-X graphics or sound effects, or the use of Soundlink in the ROM. <Kiddo> What else could they be...? Hrm.. <Seru-kun> And i don't feel like disassembling the BS-X ROM. <Kiddo> Well, I'll log this convo for now anyhow <Kiddo> the info should be useful <Seru-kun> BTW, i have other nicknames. I don't have only Seru-kun. <Seru-kun> Some people knows me as LuigiBlood <Kiddo> Well, I just tend to call people by their current alias. <Seru-kun> That's okay, that's why i put Seru-kun. <Seru-kun> But when i'm on forums, etc... <Seru-kun> It's usually LuigiBlood <Kiddo> Ahh <Kiddo> okiedokie <Seru-kun> I'm used to log as LuigiBlood <Seru-kun> ^^ <Seru-kun> brb (eating) <Kiddo> Ok <Seru-kun> back <Seru-kun> I lol'd at the Ad of the Satellaview <Seru-kun> End : "SA-TE-LA-BYUUUUUUU!" <Seru-kun> RA* <Seru-kun> Anyway, i remember that the BS-X City, had snow when i watched the video of BS Super Mario Collection 1. <Seru-kun> There must be a date system. <Kiddo> Yeah <Kiddo> Or at least a switch for defining season <Seru-kun> I need that the Satellaview gets a fake signal <Kiddo> If it helps, I have a few BS-X carts which load in the Fall and Spring seasons, so it's likely seasons were set in SRAM <Seru-kun> oh <Kiddo> and thus can be activated via cheatcodes <Seru-kun> Can i have a SRAM dump ? <Kiddo> Unfortunately, SRAM dumps do not seem to be possible with the current tools we have <Seru-kun> Oh... <Kiddo> I asked Callis to send me SRAM dumps before, he tried <Kiddo> All of them ended up being corrupt and not the right filesize <Seru-kun> oh <Seru-kun> Well, at least, in the SRAM, the name data is easy to find xD <Kiddo> ^^; <Seru-kun> Well <Seru-kun> For sure, i found the checksum. <Seru-kun> in the SRAM <Seru-kun> Well <Seru-kun> It looks like it.
Seru-kun has quit (Quit: -=SysReset 2.55=-) <Seru-kun> Just did a little disassemble of BS-X. <Seru-kun> BIOS <Seru-kun> I found again the thing that was used to load. <Seru-kun> when loading* <Seru-kun> I found out something... <Seru-kun> SNESGT sure does something more than bsnes. <Seru-kun> But i think SNESGT is giving a fake signal to the BS-X. <Seru-kun> But BS-X doesn't fully recognize it. <Seru-kun> I mean, in SNESGT, while it's saying "Hello Seru !" <Seru-kun> There's a "01" in the down right. <Seru-kun> On bsnes, it doesn't have that. <Kiddo> BSNES probably doesn't do any signal faking of any sort because, technically, it's not a "Hardware-accurate" thing of sorts <Kiddo> Not really sure though. <Kiddo> Anyway, sorry I'm not talking much <Kiddo> I'm preparing for some other things today. <Seru-kun> I don't mind ^^ <Seru-kun> It's just still interesting anyway. <Seru-kun> $2191 apparently resets the counter of $2192. <Seru-kun> ($2192 = Time Data and other things) <Kiddo> ohh <Seru-kun> I see that from the source of bsnes <Kiddo> nice <Seru-kun> (I don't do C++, but i can understand it) <Seru-kun> $218E and $218F are somewhat linked together. <Seru-kun> $2192 makes $2190 = $80. <Seru-kun> Ok, i got the memory map. <Seru-kun> Bank 60-6F = PSRAM <Seru-kun> I'm quite surprised to see that. <Kiddo> Oh? <Seru-kun> Where is the PSRAM ? <Seru-kun> In the cartridge, or in the Base Unit ? <Kiddo> The BS-X Cartridge, if my internal screenshots are right <Kiddo> The Base Unit doesn't seem to have much other than the BS Modem itself and some pass-throughs <Seru-kun> ok <Seru-kun> Well, it looks like i was right <Seru-kun> Bank 60-6F = PSRAM, i'm sure of it now <Seru-kun> 40-4F = PSRAM (Mirror ?) <Seru-kun> 50-5F = PSRAM (Mirror ?) <Seru-kun> OH
Loaded log from Fri Jul 30 11:34:05 2010
<Seru-kun> Do you mind if i added some things about the BS-X on the wiki ? <Kiddo|Laptop> Course not. O: <Kiddo|Laptop> Add as much as you'd like <Seru-kun> I added some wiki pages <Kiddo|Laptop> Can I read them? :D <Seru-kun> Yes <Seru-kun> http://wiki.superfamicom.org/snes/show/Satellaview+(Meta) <Seru-kun> I added Memory Map and Registers <Kiddo|Laptop> Nice. <Seru-kun> And i think i'm gonna add another thing on the Memory Map <Kiddo|Laptop> If only I could check the Sekiban ROM to see if it tried to call those PSRAM registers. <Seru-kun> No PSRAM registers <Seru-kun> It's direct access <Kiddo|Laptop> Oh <Seru-kun> Like a normal RAM
- Kiddo|Laptop being clueless. ᐛ <Seru-kun> I found that i can access to the Flash BSX Cart like a normal RAM too <Kiddo|Laptop> Ah?
- Kiddo|Laptop doesn't really know the implications/whatsuch <Seru-kun> Well, did you use a hex editor ? <Kiddo|Laptop> I've hex edited things now and then, but I tend to not try anything too drastic. <Kiddo|Laptop> Usually header editng or text changing <Seru-kun> Well, in a debugger, you view the whole Memory Map like a hex editor <Seru-kun> Some things are not visible, like the WRAM, or the VRAM, or even the APU RAM <Kiddo|Laptop> ohh <Seru-kun> They are separated <Seru-kun> And registers are here to get, or give bytes, to the WRAM, VRAM, and APU RAM <Seru-kun> But it's not Direct Access <Kiddo|Laptop> I'm clueless, but I'll log the notes anyway. ^^; Heh. <Seru-kun> It needs something that gets through the way to something "far" <Seru-kun> But, in the Normal Memory Map, Direct Access, is like you see directly without any registers, the ROM, RAM, Extended RAM, PSRAM, and Flash Cart... (to be continued...)