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snes-sdk's Issues

__attribute__((packed)) doesn't work

struct dma_transfer {
  unsigned short src_addr; /* 0 + 1 */
  unsigned char src_bank; /* 2 */
  unsigned short dest; /* 3 + 4 */
  unsigned short size; /* 5 + 6 */
  unsigned char type; /* 7 */
} __attribute__((packed));

This structure is 10 bytes instead of 8. (Is there a point in aligning
stuff on the 65816 at all?)

Original issue reported on code.google.com by [email protected] on 30 Jul 2009 at 7:59

Calling settiles after enableScreen() doesn't work

What steps will reproduce the problem?
1. Call enableScreen() 
2. Then call setTiles()

Result: Does not upload new pixel data to vram!

Multiple calls to setPalette() and setSprites() seem to work OK though.

My game contains many tile images (different tile pixels for each level) and I 
need to call setTiles() at the start of each level.

However, settiles() only works before enableScreen().  Is there a way for me to 
upload new tile data to vram?

Original issue reported on code.google.com by [email protected] on 16 Sep 2014 at 7:31

Toolchain broken on OS X


Despite one problem with tcc, the toolchain build on osx with erros.
Just had to change the EIP and EBP access in tcc.c

#elif defined(__APPLE__)
         *paddr = uc->uc_mcontext->__ss.__eip;

I can give you an patch for that.

The snesc demo builds without problems. But the roms doesnt run. Just a
black screen in zsnes and bsnes. Where the linux hosted toolchain produces
a runable .smc file.

As i diff the obj files generated under linux and osx i get differences. 
I guess i can narrow this problem down to wla. Did u patch wla because
it says its version 5.7 but has more commandline switches than my vanilla
5.7 version. Most noticeably that your version doenst need a linkfile with
the object names.

I tried to to use my wla toolchain but by wla-65816 fails building snesc.s

wla-65816 -io snesc.s snesc.obj
snesc.s:3648: DIRECTIVE_ERROR: ROM banks == 8, selected bank 127.
snesc.s:3648: ERROR: Couldn't parse "ram.data".
make: *** [snesc.obj] Error 1


I not sure where to start debugging. Maybe you give an hint what i should
be looking at.





Original issue reported on code.google.com by [email protected] on 28 Apr 2009 at 9:07

Label limit reached

When compiling larger projects an upper label limit is hit causing the error:

FIX_REFERENCES: Reference to an unknown label "__local_1000".

To correct this the label size was increased from 1000 to 65536. Please see 
included patch.

Original issue reported on code.google.com by [email protected] on 4 Dec 2013 at 6:41

Attachments:

bsnes on OSX showing wrong palette colors...

What steps will reproduce the problem?
1. install on OSX (if you can.. i had to hack the installation to get a 
successful install)
2. SnesC compiled and ran, but the colors seem inverted (except for 
white/black).. also green seems to show consistent.. other colors are flipped 
in some way.
3. I am attaching images of ZSNES vs. bsnes..

What is the expected output? What do you see instead?
I typically see blues for reds, and reds for blues.. purple for pink.. sky blue 
for yellow etc... i dunno wtf is up here....

What version of the product are you using? On what operating system?
Snow Leopard.. latest trunk.. (the 1 when snes9x got removed)


P.S.!!!!!!!!!!! On the full bsnes OSX v.0.6.8 (not commandline but full GUI 
version), the palettes come out FINE. Is there any advantage to using this 
command line BSNES anyways?? added debugger benefits or anything? cause i could 
just use the other emus....


Original issue reported on code.google.com by [email protected] on 2 Feb 2011 at 8:20

Attachments:

Hardware Testing


Hello Ulrich, would like to join and give feedback. I remember you from the
Flash2advance project. I did the parport version. Right now iam working on
snes hardware hack.

http://www.optixx.org/2009/04/27/our-poc-is-running-super-mario-world/

Original issue reported on code.google.com by [email protected] on 27 Apr 2009 at 12:26

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