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Disco's Little Booth of Horrors
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2017 - Disco's Little Booth of Horrors
Pages: « 1 2 » Link
Hello people! I want to present, something simple I have been working out: The Expansion Chip Pack!

This pack contains two chips: The DSP-1 and the CX4!

Unlike the Super FX Development Kit, these chips are preprogrammed and have functions inside that you can easily call (except the CX4) and it also means that remaps aren't needed! The benefit of these chips are increased capacity and faster arithmetic processing without much hassle.

It may be a pretty simple thing but, I hope it helps in giving more hacking opportunities for ASMers or people that desires to experiment new things.

Download Here!

EDIT: I forgot the CX4 .bin file, so, redownload it.
Originally posted by DiscoTheBat
...CX4!

marry me
I'll definitely check this out. Hopefully CX4 doesn't end up being super complicated
Just... wow. Two new chips. That require no remapping.
You must've been a former Nintendo programmer in a previous life.

The thing is, I just checked this out and there seems to be a problem tho: when I apply the patch with only Cx4 activated on a clean, 2MB ROM, asar says:
Code
26: error: Assertion failed [assert 1 == 1&0]

Am I doing something wrong, or...?
Originally posted by DiscoTheBat
CX4


Welp, I`m using this for my hack AND NO ONE`S GONNA STOP ME FROM DOING IT

Seriously though, finally! Now I can actually do the wire effect used in Megaman X2/X3`s title screen with hopefully not many problems! I wonder why did it took people so long, though...
Layout by Mathos
I have to apologize you guys here if the patch seems a bit weird but, I have left over some debugging codes, now I have reuploaded it and now, everything seems alright. I may include a table of operations if you guys want.
Whoa!! This is great! Awesome job Disco, i cant imagine how much work this would've taken, but it definitely paid off!

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Really great chips you've done. You've been talking about both to me for a while, and here they are. I foresee people taking advantage of either of them somehow, and I myself will take my time to check it out at some point. Good job as always man, I can already imagine how much time you took on this!
Mmm good chip right there, I'm not an asmer but I can imagine it's gonna be something very interesting to mess with for them!
hm dsp-1 I thought someone do this someday, didnt realize so soon,
nice job!

Wow, excellent job man ^_^. I don't suppsoe you could post the difference of what can and can't be done with it as opposed to something like SA1. For example, how many sprites can you have on the screen, etc.
Layout by LDA during C3.
That's really cool that you made a patch to allow one to utilize the DSP-1 and CX4 chips in SMW. Excellent work! :)

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My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (7/3/2021 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Did you recreate the Cx4 functions? Or did you just rip the Cx4 bin from the Megaman games? Did you add new functions? I think one of the coolest things about the Cx4 is that you can add as many functions as you want to it. It would be cool to release some source that could be edited and re-compiled to be used generically.
I ripped the functions from the Megaman games indeed, I didn't added any new functions, HOWEVER, in later versions of the patch, I could try that, obviously it'd take a bit of work but there's nothing we can't do.
What exactly are the individual advantages and disadvantages of using CX4 and DSP-1, and can they be placed on the same rom as sa-1 or super fx?

Specifically; I want to know the following about CX4 and DSP-1:

The effect on the amount of slowdown the game deals with.
Extra upgrade effects each of them brings to the game (I know that SA-1 and Super FX expand the amount of sprite on screen and per level, while Super FX also allows for tile rotation and scaling.)
The degree of incompatibility each would have with other tools and patches.

Based on what I have heard thus far, DSP-1 definitely seems to be the superior chip compared to CX4.
I agree with what was said above. It'd be nice to know, for example, the clock speeds of each of them. As for compatibility with other stuff I'm assuming there won't be (many) problems with that since they don't require remapping, but I may be wrong. They look promising nonetheless, so good job as always!
There seems to be a lot of misunderstanding on what these chips do. I'll explain.

The DSP-1, I believe, deals entirely with creating pseudo 3D effects through the use of mode 7 and HDMA, as seen in Mario Kart and F-Zero (F-Zero does not use DSP-1, if I remember, but it's the same idea). The ROM for the DSP-1 is built into the chip, and therefore cannot be changed.

The Cx4 is a generic, I believe 20mhz ARM processor (similar in speeds to the SuperFX, but a different architecture) that gets its ROM from the cartridge. It is similar to the SuperFX and SA-1 in some ways, but it has it's own dedicated memory, it cannot access the SNES memory, nor can it access the ROM (Without some clever doing). If you do not need it's functions and you aren't writing your own code with it, it will do nothing for you. It cannot run 65c816 assembly, so it will never be able to speed up SMW without a significant rewrite that is super not worth it.

Originally posted by Mariofan64
The effect on the amount of slowdown the game deals with.

None, unless you were previously attempting to do rotation, scaling, cot, etc. on the 65c816, then a bunch.

Originally posted by Mariofan64
Extra upgrade effects each of them brings to the game

He linked this in the ASM.
Originally posted by Mariofan64
I know that SA-1 and Super FX expand the amount of sprite on screen and per level

No they do not. There were patches made around the SA-1 that allow for a greater number of sprites on screen, but SA-1 is just a faster version of the 65c816 (more or less). You could make a patch that allows for an increase of the number of sprites on screen without SA-1.

Originally posted by Mariofan64
The degree of incompatibility each would have with other tools and patches.

Shouldn't have any incompatibilities at all, since it's a co processor in the purest sense of the word. It's all about how you use it.

Originally posted by Mariofan64
Based on what I have heard thus far, DSP-1 definitely seems to be the superior chip compared to CX4.

No, because it's not programmable and really can't do that much.



These really are developer tools, and that's great, but the normal user would not have much use for them. But it's still super great.
First of all, you can only have only one enhancement chip at a time.
Regarding the individual advantages and disadvantages:

DSP-1 - Advantages:

• Possible 4MB mapping (?)
• Fast Math Coprocessor (~7.6 MHz)
• 3D calculations

Disadvantages:

• Cannot be programmed
• Delays may happen in difficult calculations (especially 3D ones)

CX4 - Advantages:

• Faster processing
• Can be programmed
• 3D operations

Disadvantages:

• Cannot use SRAM
• Delays may happen while using ROM

Ninja'd, HuFlungDu basically said it. #tb{:p}
Oh that's a bummer then @not enhancing 65c816 processing. But maybe someone will find use for them someday and make cool stuff, so yeah, it's still great.
This is great!

Well I tried it out.
Is DSP-1 compatible with dynamic sprites?

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I do art commissions cheap! PM here or DM via Discord for more details.

**Layout by Erik557


Because no remaps are needed, those chips are pretty much "compatible" with anything. Obviously, it all depends on the application you intend to do.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2017 - Disco's Little Booth of Horrors

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