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2/08/02 - Started work.

This is my 6th (!) attempt at a SNES emulator, the last one got
some games starting but was _VERY_ slow. With this one I'm using
a different method of opcode fetching and executing that should be
faster.
03/08/02 - Enough opcodes implemented to run sonic.smc now. Video emulation
added and optimized, one layer of mode 1. Currently running at 3x
SNES speed on 350mhz (somewhat faster than my previous attempts).
Update (at 12:15) More opcodes, meaning more demos run. Second layer of mode 1 added
(using uber-fast masking technique), now about 2.5x SNES speed.
04/08/02 - Modes 0+7 (no rotozoom though) added. More opcodes as well Sneswish starts, and First Drop runs. Nesquik's scroller is broken
though, and ATX Xmas demo looks buggered - the muzak code is
accessed through a JSR, and it rewrites all of RAM and the stack
pointer, then RTSes. I don't see how this is supposed to work...
05/08/02 - Fixed a big bug in op B1 (LDA (),y) - Nesquik scroller works now
(along with most of the demo). Fixed scrolling direction - before
Nesquik it was impossible to tell if it was in the right direction
or not.
Listened to Relax by Frankie Goes To Hollywood today for a laugh,
it's a dreadful tune.
06/08/02 - Fixed stack access, RTS Pac-man now works. Added BG3 in mode 1, but
it's slightly bugged. Sprites added (early - 16x16 only), Pac-man
playable!
07/08/02 - More opcodes. Got KSFH to go through main menu and to intro, but is
bugged - the rats walk round for ever and krusty never comes on
stage...
08/08/02 - Yet more opcodes. FF2 displays title now (but hangs there).
12/08/02 - Fixed ATX Xmas problem - I never knew that some addressing modes
can access the next bank - I thought they all wrapped.
20/08/02 - Started work on SPC700 (for no reason...)
23/08/02 - SPC700 now works with some demos (no DSP emulation yet though),
however it hangs KSFH for some reason. I need an SPC disassembler...
24/08/02 - Fixed FF2 problem - pad 2,3 and 4 registers can't return $FF (as I
have been making unimplemented registers do), otherwise the game
thinks all buttons are pressed...
(later on)
Added tons of opcodes for FF2, now it starts the intro, but sprites
are missing and it hangs after fading out from map...
25/08/02 - Fixed a couple of 65816 bugs, ATX-DEM1.SMC starts. Palette now
emulated. Attempted to slow down using vsync, but this just makes
it drop 20fps, not drop to the refresh rate...
(later on)
Got Mario World to...start. The entire level data is missing from
VRAM, so no collision detection works and everything bollockses up.
26/08/02 - Attempted to track down Mario World bug, failed.
Added some BCD, Columns now kinda works.
FF2 now draws map during intro.
Revamped sprite support, KSFH intro looks okay now (Krusty stops at
the middle of the screen in mid step though :)
(later on - again)
KSFH is now playable! (just). Krusty has difficulty jumping very
high though, and the second sprite table isn't set up, so added a
hack to fix 16x16 sprites.
28/08/02 - HDMA processing added.
02/09/02 - Started mode 7 rotozoom, not correct yet
04/09/02 - Added vline counter for Legend of the Mystical Ninja, still doesn't
work.

05/09/02 - Added some more opcode to get Super Soccer up and running. Runs
demo mode fine (except for mode 7 bugs), but can't start game (skips
to demo instead).
06/09/02 - Fixed stupid bug in INC abs, loads of games work better. Added the
BCD.
07/09/02 - Fixed the BCD. Made ADC+SBC modular, for less inconsistencies.
Added a couple more SPC opcodes. Some debugging reveals that the
KSFH SPC lockup is a 65816 bug, not an SPC700 bug. Added toggles
for BGs.
13/09/02 - Added more opcodes, mainly for Gradius 3 (playable!).
14/09/02 - Fixed sprite size bug, was combination of bad drawing code and
incorrect docs. Added couple of opcodes for Super Off-road, still
unplayable though. Fixed CMP [],y - DWARF.SMC now works fine (about
fucking time).
30/09/02 - TRAC/SNEeSe sent me some corrected SPC docs, might help the core.
Ran a few more games on the emu - dbz1e.smc is worth mentioning, as
the main guy on the intro spins round and round ad infinitum. Quite
amusing, but might also help with debugging. Addams Family is also
bugged, all the screen data (titles+levels) is squashed.
01/12/02 - Wrote quick test program for ADC/SBC, SBC flags now fixed.
Fixed matrix 16x8 multiply results, Super Off-road now OK.
02/12/02 - Couple of 65816 fixes. Nothing major or significant.
21/12/02 - Started rewrite of 65816 core.
19/01/03 - Fixed bug in TYX, KSFH works again. Fixed up some PPU access,
Mario 1 + 2 in Mario Allstars work now. Sprites now smooth
horizontally (backgrounds still jerk though).
29/01/03 - Fixed BG masking. Fixed sprite positioning. A couple more opcodes
added.
08/02/03 - Fixed bug in BIT - TMNT4 works properly again. Fixed some stuff for
Humans. IRQs now on by default. Centred screen.
09/02/03 - Fixed PAL/NTSC detection (hopefully)
11/03/03 - Got some ADC/SBC fixes from TRAC. Added 64x64 mode. Mario World is
now (kind-of) playable.
12/03/03 - Got some more ADC/SBC fixes, plus a BIT fix, from TRAC.
13/03/03 - Squashed some addressing mode bugs. Fixed 64x64 mode so it works.
05/04/03 - Started work on new graphics engine.
06/04/03 - Mode 1 now OK in new graphics engine. Full smooth scrolling +
sprites + priorites + HDMA (in theory).
12/04/03 - Realised that mid-screen mode changes are impossible with current
engine, so started some rewriting.
16/04/03 - All modes (hopefully) supported.
21/04/03 - Improved mode 7 a bit.
01/05/03 - Tracked down problem with some Ocean games (Addams Family, Robocod
and Pushover at least) - added 16x16 tile mode. Pushover now OK,
Addams Family buggered a bit though.
Interesting bit of info - setting every even byte of RAM to &20
makes Soccer Kid go into some kind of debug mode.
Added HDMA toggle. Soccer Kid totally fails to scroll with HDMA off.
22/05/03 - Fixed addressing bug in JML[].
24/05/03 - Fixed bug in DMA. Fixed bug in $2104.
29/06/03 - Fixed slowdown bug in some games. Fixed Allstars a bit - bad initial
sprites. Also fixed 8 bitplane modes.

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