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Ask Slashdot: Understanding the SNES?

An anonymous reader writes "As a product of the 90s I grew up loving the classics that kids today know about from Wikipedia and pop-culture references. Games like Super Bomberman, Zelda: A Link to the Past, Donkey Kong Country I and III (II was a sellout, come on) are the foundations of my childhood memories. Now, though, as a fourth-year electrical engineering major, I find myself increasingly impressed by the level of technical difficulty embedded in that 16-bit console. I am trying, now, to find a resource that will take me through the technical design of the SNES (memory layout, processor information, cartridge pin layouts/documentation) to get a better understanding of what I naively enjoyed 15 some years ago. I am reaching out to the vast resources available from the minds of the Slashdot community. Any guide/blog series that you know of that walks through some of the technical aspects of the, preferably, SNES (alternatively, NES/Nintendo 64) console would be much appreciated."

157 comments

  1. superfamicom.org by tepples · · Score: 5, Informative

    http://wiki.superfamicom.org/ has pretty comprehensive technical documentation of the Super NES.

    1. Re:superfamicom.org by tripleevenfall · · Score: 1

      Lighten up, Francis!

    2. Re:superfamicom.org by tepples · · Score: 1

      Let's discuss this in my journal.

    3. Re:superfamicom.org by Anonymous Coward · · Score: 0

      A 25% likelihood of causation is *not* implied.

      No, and the sig didn't explicitly state it either, so what was that rant for?

    4. Re:superfamicom.org by spazdor · · Score: 1

      No one even suggested a 25% probability except you, buddy. Go outside, take a few deep breaths. It helps, I promise.

      --
      DRM: Terminator crops for your mind!
    5. Re:superfamicom.org by pluther · · Score: 1
      Read the sig again more carefully.

      Nowhere does it say, or even imply, that each of the four possibilities is equal. Only that there are only four of them.

      As you yourself immediately pointed out in your own more verbose example, four possibilites does *not* mean a 25% chance of each.

      --
      If the masses can keep you down, you're not the Ubermensch.
    6. Re:superfamicom.org by Immerman · · Score: 1

      rather than reply to all the counter-comments individually, tepples' sig has been changed since we had our conversation, apparently the changes apply retroactively to existing comments.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    7. Re:superfamicom.org by tepples · · Score: 1

      I changed the sig soon after Immerman suggested a wording with less hyperbole.

    8. Re:superfamicom.org by spazdor · · Score: 1

      Whoa, changing your sig works retroactively on posts you've already made!? I had no idea!

      As you were, Immerman, as you were. ;)

      --
      DRM: Terminator crops for your mind!
  2. take one apart? by jehan60188 · · Score: 5, Informative

    you're a 4th year EE student, why not just take one apart?

    1. Re:take one apart? by Anonymous Coward · · Score: 1

      especially while you might have access to the schools facilities, if it is a bigger research school you might be able to sweet talk someone into x-raying stuff for you.

    2. Re:take one apart? by Anonymous Coward · · Score: 1

      Probably difficulty of finding one. In my area we have a lovely chain called "Slackers" that sells old consoles, and you might be able to get an SNES for about $40 if they have one in stock. However, stock is very limited and between more and more of the older consoles dying and collectors, the stock is becoming more and more limited. Could be in their area, that the difficulty of finding one makes the chances of finding one to disassemble highly unlikely, especially if they wanted one that was in working order.

    3. Re:take one apart? by JDG1980 · · Score: 5, Insightful

      you're a 4th year EE student, why not just take one apart?

      The SNES uses custom chips for most of its functionality. Unless he has access to decapping facilities, taking one apart will provide only limited information.

    4. Re:take one apart? by jehan60188 · · Score: 2

      you're a 4th year EE student, why not just take one apart?

      The SNES uses custom chips for most of its functionality. Unless he has access to decapping facilities, taking one apart will provide only limited information.

      I'm an ME, so I don't know much about reverse engineering electronics.
      maybe this will help?
      http://s3cu14r.wordpress.com/2010/07/15/boiling-chips-in-tree-sap/

    5. Re:take one apart? by Anonymous Coward · · Score: 1

      Probably difficulty of finding one.

      There is nothing at all difficult about finding an SNES on eBay.

    6. Re:take one apart? by mk1004 · · Score: 3, Interesting

      I'm an ME, so I don't know much about reverse engineering electronics. maybe this will help? http://s3cu14r.wordpress.com/2010/07/15/boiling-chips-in-tree-sap/

      I use to occasionally decap 'plastic' ICs, which are typically molded using an epoxy based compound. We always used fuming nitric to open those. We used a dropper to put the heated nitric on the top of the package, the goal being to have the pins intact and the device functional afterwards. Not real safe unless you have the proper equipment and know what you are doing. Later we had commercial equipment that did pretty much the same thing.

      I suspect the rosin used in the link only works on some types of non-epoxy based plastics.

      --
      I can mend the break of day, heal a broken heart, and provide temporary relief to nymphomaniacs.
    7. Re:take one apart? by AdamHaun · · Score: 5, Insightful

      you're a 4th year EE student, why not just take one apart?

      Unfortunately, EE is not like ME. What happens in an electrical circuit is almost always invisible to the naked eye. Monitoring high-speed digital signals takes special (expensive) test equipment, which even a university lab might not have lying around for open use. Even figuring out a schematic can be hard if you're dealing with multi-layer circuit boards and custom integrated circuits. The ICs in a SNES are all surface mount, which means even more specialized equipment and skill to remove them with no easy way to work with them afterward. Do a Google Image search for "SNES mainboard" and you'll see what I mean.

      Also, simply being a fourth-year student doesn't necessarily qualify him to reverse engineer a console. Digital electronic systems are orders of magnitude more complex than mechanical ones, and EE coursework tends to focus more on theory than practice. I'm not saying it's impossible, I'm just saying that going solo is probably not the best idea for his first foray.

      --
      Visit the
    8. Re:take one apart? by meta-monkey · · Score: 1, Funny

      Dear Ask Slashdot,

      I need a senior project for EE but don't want to be bothered doing it myself, or even googling for it. Do it for me?

      TY,

      OP

      P.S. I like vidya games, so something like that maybe?

      --
      We don't have a state-run media we have a media-run state.
    9. Re:take one apart? by cpu6502 · · Score: 4, Insightful

      If you guys keep disassembling Super Nintendos (and PS1s and Atari 2600s and N64s) pretty soon there won't be any left for us to play. It will end-up like the Japanese Zero airplane (only two left). It saddens me to see people destroying an item that is no longer being made & therefore becoming more-and-more rare with each passing day.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    10. Re:take one apart? by TheRaven64 · · Score: 2

      A final-year student here produced an implementation of the NES (sadly, except for the sound chip) in Bluespec last year. It runs on an Altera FPGA and is cycle-accurate including the CPU, input, and video. Even with all of the documentation available, this was not a trivial project, and for the SNES or N64 it's even harder. I'm hoping that someone will take the project to implement the sound support this year - it's almost as hard as the whole of the rest of the project, but could be fun...

      --
      I am TheRaven on Soylent News
    11. Re:take one apart? by Anonymous Coward · · Score: 0

      I doubt the reason there are so few zero's has anything to do with dismantling and reverse engineering. The only zero I know the location of was dismantled, and is presently assembled, and I believe operable, in the National Museum of Naval Aviation. I think far war were lost performing their primary roll.

    12. Re:take one apart? by Annymouse+Cowherd · · Score: 2

      Monitoring high-speed digital signals takes special (expensive) test equipment, which even a university lab might not have lying around for open use.

      The SNES does not have high-speed digital signals. The whole thing is clocked at 3.58MHz. This isn't like trying to probe a SATA connection.

    13. Re:take one apart? by Anonymous Coward · · Score: 3, Insightful

      3.58Mhz might seem slow compared to modern electronics, but I'm pretty sure that "3.58 million signals per second" is still considered high-speed. Sometimes these terms are relative to the kind of electronics you could feasibly put together on your own (say for a physics class lab) rather than whatever whiz-bang tech is on the market (read: engineered for years by professionals).

    14. Re:take one apart? by AdamHaun · · Score: 4, Informative

      The SNES does not have high-speed digital signals. The whole thing is clocked at 3.58MHz. This isn't like trying to probe a SATA connection.

      Sorry, poor choice of words. Regardless, he'll need a logic analyzer, and those are a lot less common than oscilloscopes. He could probably find a cheaper one on eBay if he really wants to reverse-engineer the hardware.

      --
      Visit the
    15. Re:take one apart? by butalearner · · Score: 1

      you're a 4th year EE student, why not just take one apart?

      The SNES uses custom chips for most of its functionality. Unless he has access to decapping facilities, taking one apart will provide only limited information.

      This might be a stupid question, but is it not very EE-like to do something cool like taking one apart and making his own portable SNES a la benheck?

    16. Re:take one apart? by oldmac31310 · · Score: 1

      Such as when they made their final 'roll' crashing into targets? I suppose it sort of works...

      --
      http://www.acetonestudio.com
    17. Re:take one apart? by mbwjr12 · · Score: 1

      Get a sigrok compatible logic analyzer for $15. Or a nice Saleae analyzer for $150 with a nice case and GUI software.

    18. Re:take one apart? by Anonymous Coward · · Score: 0

      On the bright side, the less there are on the market the more mine are worth.

    19. Re:take one apart? by Anonymous Coward · · Score: 0

      If you guys keep disassembling Super Nintendos (and PS1s and Atari 2600s and N64s) pretty soon there won't be any left for us to play.

      "Insightful"? Really?? SNES is NOT rare.

      Nintendo sold 20 million SNES boxes in the USA alone. Care to take a guess how many of them ended up in closets, basements, and landfills vs. how many were disassembled for educational purposes?

    20. Re:take one apart? by spazdor · · Score: 1
      --
      DRM: Terminator crops for your mind!
    21. Re:take one apart? by mattack2 · · Score: 1

      I sort of agree with you (though I took apart a 2600 for a college project in the early 90s), though at least for the "for us to play" part, some of the backward compatibility helps there.

      I don't have a Wii, but their online game store for older games is very intriguing to me (even though I never had a NES or SNES, though played some of the latter on friends' machines). Maybe after the Wii U comes out, even more people will dump Wiis so they'll be really cheap. (It's not like I don't have the money, but I already have tons of PS3 games I haven't played, so I don't _need_ to pile on even more.)

    22. Re:take one apart? by Anonymous Coward · · Score: 0

      Logic Analyzer : https://www.sparkfun.com/products/8938

      we use a few of these at work for some our smaller projects.

    23. Re:take one apart? by HaZardman27 · · Score: 1

      Thankfully, everything to know about the system is already known, and essentially perfect emulation is possible on many CPU architectures ;)

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    24. Re:take one apart? by walshy007 · · Score: 1

      Actually, the central clock is 21.47mhz, the bus frequency can be that divided by 6,8 or 12 depending on what you are doing.

      You can access the raw clock on a couple of pins that go to the cartridge, the superfx coprocessor in cart divided it by two to get operating freq, sfx2 was a 21mhz risc processor in a cart.

    25. Re:take one apart? by bedouin · · Score: 1

      Forget the Wii store. Install the Homebrew channel and an assload of emulators. I wasted way too much money the first night I had my Wii just because I was too lazy to mod it.

    26. Re:take one apart? by mattack2 · · Score: 1

      I would rather use the Wii store since it's a legit way of getting the games(*). $5-$9 (using low-high end for NES & SNES games, listed on the wikipedia page for Wii Points) seems reasonable to me, esp since I didn't have the games originally.

      (*) If I could buy legit arcade ROMs to use in a MAME machine, I'd probably do that too.

  3. Check out Byuu's stuff from BSNES. by Anonymous Coward · · Score: 5, Informative

    http://byuu.org/articles/

    Byuu is the guy who wrote bsnes, which is a 100% accurate SNES emulator written specifically to emulate it as close to the hardware layer as possible for the sake of preserving the system.

    1. Re:Check out Byuu's stuff from BSNES. by iampiti · · Score: 1

      Yeah, I was going to suggest this. This man has to be greteatest experts ever on SNES details.

    2. Re:Check out Byuu's stuff from BSNES. by Anonymous Coward · · Score: 0

      I was going to suggest that the quentioner go look at emulator forums since alot of hte tech documents o nteh custom chips are out there. That's how emulators are written after all, startign with technical documentation. Well tat was true until N64 emulation began. They don't actually try to emulate the 3D graphics.

    3. Re:Check out Byuu's stuff from BSNES. by MtHuurne · · Score: 5, Informative
    4. Re:Check out Byuu's stuff from BSNES. by rcuhljr · · Score: 1

      I'm a complete convert to Bsnes, it really is a magnificent piece of software and a noble effort.

    5. Re:Check out Byuu's stuff from BSNES. by epyT-R · · Score: 1

      except it doesn't support simple stuff like fullscreen mode changing, which makes vsync, a needed part of accurate emulation, nearly impossible.

    6. Re:Check out Byuu's stuff from BSNES. by marcomarrero · · Score: 1

      I agree, I also recommend MAME and MESS, I don't know how well they emulate the SNES, but I think its source code is designed for preservation and documentation rather than performance.

    7. Re:Check out Byuu's stuff from BSNES. by byuu · · Score: 5, Interesting

      The default key binding for fullscreen is F11. You're right that it's not a 'true' fullscreen, which I don't do because mode setting changes take forever and only reliably work on Windows. That and they break the UI (you can't display windows, menubars, etc anymore.) However, Vsync works just fine so long as you turn off the garbage Windows compositor (it does not move the Vsync time like OS X, so using it basically guarantees tearing as the compositor and D3D/OGL app fight for who blits first.)

    8. Re:Check out Byuu's stuff from BSNES. by byuu · · Score: 2

      MESS is great for the obscure systems, but not very good for the popular ones. I suppose that much is obvious. A great site I found for this was http://nonmess.retrogames.com/ ... its author compares MESS against other emulators and documents whether or not MESS is the superior option.

  4. Zophar.net by Anonymous Coward · · Score: 1

    Zophar.net has an AMAZING series of documents on the workings of the SNES on the hardware level. Look specifically for the doucmentation written up by Yoshi! and anything from the various Emulator Teams. (The Dumper, zsKnight, _Demo_, Byuu, Marcus C., etc)

    Zophars Domain has been my emulation resources, and the starting point for all of my console research since at least 1999.

    1. Re:Zophar.net by JDG1980 · · Score: 5, Informative

      Be careful. A lot of that stuff at Zophar's Domain is way out of date. Much of it is based on speculation or trial-and-error emulator testing or is flatly incorrect.

    2. Re:Zophar.net by Anonymous Coward · · Score: 2, Informative

      Correct - at least one document on Zophar's is wildly inaccurate (I know because I wrote it!)

  5. Look at the source for an emulator by Anonymous Coward · · Score: 0

    Plenty of free resources, and emulators aren't that complicated. I wrote an NES emulator just for fun, and to learn the same way you did.

  6. SNES9x source code should help by Jon+Abbott · · Score: 3, Informative

    The source code to a very good SNES emulator is available here: http://snes9x.ipherswipsite.com/

    1. Re:SNES9x source code should help by Jon+Abbott · · Score: 1

      You can also find SNES controller, cartridge and video connector pinouts at pinouts.ru.

  7. Start w/ the NES by Anonymous Coward · · Score: 0

    Just trust me on this. Once you're done programming a NES game in 6502 assembly you should know all you need to know.

  8. NesDev by L1mewater · · Score: 2

    http://nesdev.com/ Formerly nesdev.parodius.com This and Zophar are the who main places to go.

  9. bsnes, the only 100% accurate emulator by AlphaWolf_HK · · Score: 4, Informative

    Even aims for cycle accuracy.

    http://byuu.org/bsnes/

    --
    Careful with names containing L slashdot.org/~AiphaWolf_HK slashdot.org/~AlphaWoif_HK slashdot.org/~AiphaWoif_HK
  10. It's a great design by Quiet_Desperation · · Score: 4, Funny

    Especially interesting is the special circuitry that eliminated the need to blow air into the cartridges that plagued the original NES.

    1. Re:It's a great design by DaneM · · Score: 1

      Especially interesting is the special circuitry that eliminated the need to blow air into the cartridges that plagued the original NES.

      "Golden!"

    2. Re:It's a great design by Anonymous Coward · · Score: 1

      You just never learned how to press the cartridge in at the perfect grinding angle.

    3. Re:It's a great design by JDG1980 · · Score: 5, Interesting

      Especially interesting is the special circuitry that eliminated the need to blow air into the cartridges that plagued the original NES.

      The need to blow air into cartridges on the original NES was a result of DRM.

      No, seriously.

      The NES console contained a chip called the CIC, which had to perform a handshake with a corresponding CIC on the cartridge, or else the system wouldn't boot (and you'd get that blinking red power LED). The purpose of this was to ensure that no one could manufacture NES cartridges without the approval of Nintendo of America. Unfortunately, it also made the boot process far more finicky; even the slightest amount of dirt would cause the handshake to fail and the system to repeatedly reset. (The fact that Nintendo used a weird ZIF-style connector rather than a standard card edge connector didn't help, either. This was done because they didn't want the NES to look like a standard game console, which had a bad reputation after the 1983 crash.)

    4. Re:It's a great design by HungWeiLo · · Score: 1

      Well, it didn't stop the publishers of Bible Adventures from circumventing it.

      --
      There are a huge number of yeast infections in this county. Probably because we're downriver from the bread factory.
    5. Re:It's a great design by Nimey · · Score: 1

      If your NES's power LED blinks when you put in a cartridge, it's a problem with the 10NES copy-protection chip - if the chip doesn't handshake, it continually resets the CPU. If it's not blinking, you've just got a bad connection and your problem is likely with the cartridge connector.

      --
      Hail Eris, full of mischief...

      E pluribus sanguinem
    6. Re:It's a great design by L1mewater · · Score: 2

      The need to blow air into cartridges on the original NES was a result of DRM.

      No, seriously.

      That's a bit of a stretch. The ZIF connector and dusty contacts are the primary culprits in the "need" to blow on NES carts. Sure, the CIC chip causes problems on occasion, but it's not nearly the culprit people make it out to be. You can't blame the CIC, for example, when you get vertical lines on the edges of all of the on-screen sprites, and most of the blinking-light errors just turn into solid light errors once you disable the lockout chip. I have two NES systems, one with a disabled lockout chip and one without. The primary difference I notice is that disabling the lockout chip meant I no longer have to pull tricks with the reset button to get my pirate famicom multicart to work.

    7. Re:It's a great design by Anonymous Coward · · Score: 0

      Well, of course. As you know, the information is transmitted over series of tubes.

      It doesn't matter how long those tubes are - thousands of miles between Alaska and Washington, DC or inches between chip on the cartridge and chip in the console - you need difference in pressures to push the stuff through them.

      Light, 8-bit cartridges didn't need much, but still atmospheric pressure wasn't enough sometimes, especially in older cartridges with worn out casing. Pressure build up from blowing was enough.

      SNES had heavier, 16-bit, data, so they had to add special compressor chips to pump it through. It was a major obstacle in emulation of some of heavier games and only recently they were able to create a software version of those.

    8. Re:It's a great design by Anonymous Coward · · Score: 0

      Don't you mean Super Noah's Ark 3D?

    9. Re:It's a great design by Hatta · · Score: 4, Informative

      If anyone has an NES with the blinkies, you can disable the CIC by snipping one pin.

      --
      Give me Classic Slashdot or give me death!
    10. Re:It's a great design by L1mewater · · Score: 1

      To be fair, the lockout chip was removed from the design in the NES 2 (actually, the NES-101). But yeah, as I posted previously, the lockout chip is not really a big deal, and disabling it is not the panacea everyone seems to claim it is. Also, if you install a new 72-pin connector, don't be surprised if the games only work when not pushed down the first several times you use it.

    11. Re:It's a great design by Anonymous Coward · · Score: 0

      "Unfortunately, it also made the boot process far more finicky; even the slightest amount of dirt would cause the handshake to fail and the system to repeatedly reset."

      Where did you read that? Because it's pretty uninformed.

      Yes, the CIC is the cause of the "blinking", but ONLY the blinking, not the gray screen or garbled mess that are far more common and can happen either by themselves or together with the "blinking".

      Just look at the math: The carts have 72 pins: http://www.benheck.com/Downloads/NES_Famicom_Pinouts.pdf The lockout chip uses 2 of them. If one of those two pins have no connection, yes the game repeatedly resets. If instead any of the other 70 pins are not connected, the game might work just fine if you're lucky (if the game don't use that particular pin), or it might refuse to work in many many other ways...

  11. SNES by Anne_Nonymous · · Score: 1, Offtopic

    >> SNES

    Gesundheit

  12. Re:Dear Slashdot.. by metrometro · · Score: 1

    Try it. Warez sites tend to crush useful stuff from the results.

  13. DKC II was the best in the series.. by TheNinjaroach · · Score: 0

    Nothing useful to add here, except that Donkey Kong Country II was the best in the series.

    --
    I went to eat some animal crackers and the box said, "Do not eat if seal is broken." I opened the box and sure enough..
    1. Re:DKC II was the best in the series.. by Meat+Boy · · Score: 1

      Yeah, I don't really know what the OP was talking about. DKC meets a very serious pirate theme. Totally wicked. Plus, I'm pretty sure a lot of the original team from the first two games were working on DK64 when DKC3 was being made, so... I dunno. 2 remains to this day one of my favorite 2D platformers ever.

    2. Re:DKC II was the best in the series.. by Anonymous Coward · · Score: 0

      Indeed, I agree with this assessment. Why was DKC2 the best? The engine and in-game usability (with hints and secrets) were both better than DKC1 - and its music was (subjectively) better than DKC3. It's the combination, imo, that does it for me.

  14. Re:The Ultimate Resource for SNES Development by Anonymous Coward · · Score: 0, Insightful

    It's not an article. It's ASK SLASHDOT, which you jokers never seem to get through your skulls - it's NOT NEWS.

  15. naively enjoyed by Anonymous Coward · · Score: 0

    at the age of 5...

  16. Start out with the Gameboy. by daid303 · · Score: 4, Informative

    Of all systems I looked into, I found the gameboy the easiest to understand. The underlying CPU is quite simple. The LCD display is quite simple to understand, there are not a huge amount of complex registers to understand, and it's not that timing critical. (Unlike the NES, which depends a lot on instruction timing)

    1. Re:Start out with the Gameboy. by The+MAZZTer · · Score: 2

      This might be useful.

    2. Re:Start out with the Gameboy. by Anonymous Coward · · Score: 0

      > "Of all systems I looked into, I found the gameboy the easiest to understand... it's not that timing critical."

      I wonder if that has to do with it being a battery operated device.

    3. Re:Start out with the Gameboy. by Anonymous Coward · · Score: 1

      it's has more to do with the screen output. Didn't connect to a tv.

  17. I would say SNES was the most technically pushed by nhat11 · · Score: 3, Insightful

    console that I had ever experience in my lifetime. It tried to do the impossible possible at the time. Created pseduo 3-D with mode 7. Created real 3-D polygon games using the FX chip (where the FX2 chip 21 MHz, was 7x faster than the actual cpu!). Created some of the most beloved and classic RPGs and series of the time. Star Ocean, Bahamut Lagoon, Tales of Phantasia (all not released in the US unfortunately) and more. Last gen SNES looked more amazing than most first gen PS1 game, sometimes by a wide margin. 1 or 2 Last gen SNES cartridges were as big as N64 cartridges memory wise. Also can't forget DK that uses "ACM" techniques to create those models in the game.

  18. Re:The Ultimate Resource for SNES Development by Anonymous Coward · · Score: 0

    So I take it that you have easily come across the information he was seeking and you just want to be a jerk about it, or did you not even check before spouting out bullshit?

  19. Dev manual by Anonymous Coward · · Score: 2, Informative

    I have programmed an assembler and written my own games for the SNES. I use this manual quite often:

    http://www.romhacking.net/documents/226

    It's a leaked dev manual. It doesn't have everything, but it's a great resource.

  20. Not just *NES by pev · · Score: 1

    If you're interested in the process for the craic of the engineering rather than just being a NES fanboy, you could learn a lot from learning the history of the game "Elite" which pushed hardware and software boundaries phenomenally. In fact I'd be curious if anyone could come up with a more impressive game on that front. The best account I've read is in the book Backroom Boys (abridged but good version of the Elite chapter in the link) which I can heartily recommend not just for the chapter on elite but the rest is fascinating too.

    1. Re:Not just *NES by RaceProUK · · Score: 1

      There's also the Sonic games on the Mega Drive, which pushed the boundaries of the technology of the time, especially with respect to speed.

      *sits back and waits for the inevitable Sonic haters :)*

      --
      No colour or religion ever stopped the bullet from a gun
    2. Re:Not just *NES by Gordonjcp · · Score: 1

      I never was a massive Sonic fan, but playing it again now - on a real Megatrive, at that - I'm amazed at how smooth and fast it is. No, actually, amazed isn't the right word. I don't notice how smooth and fast it is. It's just smooth, and fast. The gameplay is so slick and transparent, with no horrible juddery slowdowns.

      Jeez I wish modern games played like this. Just one more shot...

    3. Re:Not just *NES by jregel · · Score: 1

      I agree that Elite is a technical tour de force, but perhaps a more impressive game is Exile, also on the BBC computer. It could run in 32K RAM and used a procedurally generated landscape, had a decent physics engine, a "realistic" form of AI for the creatures and was absolutely huge.

      The most amazing thing (to me) is that problems in the game were solved not by following some pre-programmed rule (put "key A" into "door C"), but by manipulating the environment. So "key A" did fit "door C", but you could also use a sufficiently powerful weapon to blow the door open, or throw an imp through a hole so it goes down and presses a button to open the door. Totally amazing sense of freedom.

      There is a play through on YouTube: http://www.youtube.com/watch?v=vbLndV_f_vo

      And some technical details here: http://exile.acornarcade.com/devel.html

      If you've never seen Exile, you owe it to yourself to spend some time just marvelling at what could be achieved in 32K RAM.

      If the games industry had managed to put the 16bit and 32bit machines as hard as Elite and Exile pushed the 8bit BBC, games would be far more advanced today.

    4. Re:Not just *NES by Travelsonic · · Score: 1

      The only lag I ever experienced: Sonic 1, Labyrinth Zone, badnicks + water + winging spike balls + lost rings actually gummed up the works nicely.

      That reminds me of something I noticed with the NES game Gradius II - that stage with the ice crystals that break when you shoot them... having the Vic Viper, 4 option shadowing, all of those shooting a ripple laser and twin missiles ON TOP OF enemy ships flying and shooting at you AND the ice crystal things moving around and splitting when you shoot them.... holy shit, the lags.

      --
      If you believe in privacy, and believe you have "nothing to hide" at the same time, you're a goddammed idiot
    5. Re:Not just *NES by HaZardman27 · · Score: 1

      That's because it used Blast Processing.

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
  21. Re:The Ultimate Resource for SNES Development by sootman · · Score: 5, Insightful

    Because of things like this. Sometimes it's good to have a current, real-time discussion with a range of knowledgable people, rather than searching the entire fucking WWW and figuring out for yourself who got what right and wrong.

    --
    Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
  22. emulators by shentino · · Score: 1

    The information you seek is also quite useful for SNES emulators.

    Try going to the snes9x, zsnes, bsnes, and other such sites and lurking.

    1. Re:emulators by MtHuurne · · Score: 1

      Be careful though from drawing conclusions about how the hardware works from emulators: some emulators try to mimic the hardware as closely as is practical, while others only implement the behavior necessary to make the popular games run.

      The accurate emulators are more likely to implement the actual hardware behavior, as the behavior-based approach quickly falls apart with a big software library: if you add a hack to fix the behavior of one game, you often break another, while if you emulate the hardware regressions like that are rare. So look for emulators that run obscure titles and especially stuff from the demo scene correctly.

  23. #nesdev on efnet by Anonymous Coward · · Score: 0

    is where all us console hackers hang out. If you aren't a total douchebag this is the best place to ask questions.

  24. Open SDK by noname444 · · Score: 1

    Not exactly what you asked for but snes-sdk is a tinycc-based C compiler and SDK for the SNES. Pretty cool if you want to write your own games and don't want t write everything in assembly.

    http://code.google.com/p/snes-sdk/

  25. Packt's Understanding the SNES by Anonymous Coward · · Score: 0

    Packt Publishing has a great book called "Understanding the SNES". It got a great review here on Slashdot a few months ago.

  26. First steps in reverse engineering by vlm · · Score: 4, Insightful

    Your first step in reverse engineering aka total mastery of a device should be something a little simpler, like a 2600 or a PDP-8 or if you "demand" something modern, perhaps a very small (pun intended) microcontroller like the pic 10F family. You don't mention any previous experience with reverse engineering so I assume you have none.

    Because they scale non-linearily, reverse engineering something simple and something hard doesn't take 200% as long as just reverse engineering something hard, it takes more like 100.1% longer, so the tiny extra investment isn't going to slow down the overall project too much. However the experience you gain figuring out the simpler thing Might dramatically reduce the time taken to figure out the hard thing.

    The standard /. car analogy is you probably should start with learning how to change the oil before you try to rebuild the engine.

    Its not a hazing thing or making fun of noobs, its just good practical educational advice. Trying something way beyond your level at best results in frustration, at worst in a sorcerers apprentice disaster.

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    1. Re:First steps in reverse engineering by Anonymous Coward · · Score: 0

      The standard /. car analogy is you probably should start with learning how to change the oil before you try to rebuild the engine.

      Funny that you should mention that. Aeons ago in aircraft mechanic school, the course took us directly into overhaul work. Changing the oil per se was never specifically covered. We were taught how to read manuals, follow instructions, recognize tools and hardware, but actual bench work started with top and bottom overhauls.

      Not that I disagree with you, and yup as a car crazy kid I had a lot of experience before entering the course. But a lot of the kids didn't (one didn't even know how to drive.) and it seemed to work well enough.

    2. Re:First steps in reverse engineering by Anonymous Coward · · Score: 0

      I agree, and to improve on your car analogy : If you want to understand how an internal combustion engine works, start with an old 100cc motorbike, not a BMW 5 series from 2012. Or better yet a lawn mower

    3. Re:First steps in reverse engineering by vlm · · Score: 1

      actual bench work started with top and bottom overhauls

      Must have been pre ASVAB. I still remember taking that test before enlisting and being able to answer the questions, but being mystified as to why I'm answering questions about labeling parts of a turbocharger and which way to turn the wrench to loosen the bolt and given 9 gears in a geartrain complete with a locked differential in the middle, if you rotate gear 2 clockwise which direction does gear 6 rotate? The electronics too... Reminded me of my ham radio general license written, although I was way beyond that at the time I took the ASVAB, but why in the world would the army want, say, a cook, or a unit armorer (aka gunsmith), to be able to identify a colpitts oscillator, or explain why a class B amp has zero crossing distortion, etc. I mean it made sense to me, and made sense for what I ended up doing, but the whole time I took the test I was imagining what the hollywood portrayal of Rambo or the guys from full metal jacket or platoon would do with this really weird test.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    4. Re:First steps in reverse engineering by Anonymous Coward · · Score: 0

      Key word here is 'Aptitude'. It is a placement test that lets the military know if they should spend the money to train you in the occupational specialty that you choose.

    5. Re:First steps in reverse engineering by Pikoro · · Score: 1

      The ASVAB is a placement test. Depending on your scores in various areas, it makes it easier for them to place you based on your answers for mechanical, electrical, language ability, math skills, etc...

      It isn't a test like say, the SAT, it's more of an aptitude test.

      ASVAB: Armed Services Vocational Aptitude Battery

      --
      "Freedom in the USA is not the ability to do what you want. It is the ability to stop others from doing what THEY want"
  27. CIC failure vs. PRG failure by tepples · · Score: 1

    On the NES, only blinking was a result of CIC handshake failure. PRG or CHR connection failure could also cause a game not to boot despite a successful CIC handshake, though CHR connection failure was more likely just to cause vertical lines or a scrambled mess of 8x8 pixel tiles. The Super NES, on the other hand, didn't have the blinking, nor did it have the separate CHR address. Instead, it just held the video chip in reset, and end users couldn't distinguish PRG connection failures (bad instruction) from CIC handshake failures because both resulted in a solid black screen.

    1. Re:CIC failure vs. PRG failure by _133MHz · · Score: 3, Interesting

      I was able to distinguish between the game not booting and the system reset being held low by the CIC back in the day, apparently no sync is generated during reset or something along those lines because even though you get a black screen you can see it "free-running" and getting torn up horizontally, and newer TVs just blank out the video entirely like an invalid signal. I was even able to hear the difference by 'feeling' if the horizontal oscillator on the TV was free-running or locked. With a successful CIC handshake but bad program execution you get a black screen with proper sync which overrides video blanking on newer TV sets.

    2. Re:CIC failure vs. PRG failure by Anonymous Coward · · Score: 0

      Cool story, bro!

  28. Great by Anonymous Coward · · Score: 0

    I just wasted 2 hours in peaceful memory bliss playing through Secret of Mana again.. on this PC using the snes9xw emulator.

  29. there's a book in the works by Trepidity · · Score: 1

    This doesn't much help you now, but I've been told that the MIT Press Platform Studies series, which looks at both technical and cultural/artistic aspects of gaming platforms, and how those aspects impact each other, has an SNES book in the pipeline. May want to look for it later. They just came out with one on the Amiga that was pretty interesting, so hopefully the SNES one will be good, too.

    1. Re:there's a book in the works by Anonymous Coward · · Score: 0

      To be fair, the Platform Studies series is not really technical. The books contain technical information but it's at a slightly less "advanced" than, say, Scientific American articles. If you know what a byte or an IC is, the PS series is going to be mostly uninteresting because they shy away from the really technical stuff and resort to hand waving more often than I'd like. (Based on reading the Atari 2600 book).

  30. EE student? by Anonymous Coward · · Score: 0

    In North America? You should be spending more time figuring out how you will find work. Yes you're having fun now in school but it's harsh out there.

  31. just buy it. by OrangeTide · · Score: 1

    I have 3 I picked up on ebay for cheap. I just kept low bidding until I won as many as I needed. If you're in a hurry you can just bid $60 and get it with controllers and power supply. Most GC/N64 video cables work in the SNES, so don't worry too much about finding that if it doesn't come with one. In a pinch there are a lot of after-market replacement parts on Amazon and ebay for fixing them up.

    --
    “Common sense is not so common.” — Voltaire
  32. Re:I would say SNES was the most technically pushe by BenoitRen · · Score: 2

    You can't really say that the SNES was pushed that hard when it used chips contained in the cartridges for the really impressive stuff.

  33. I/O Pinouts by twistedsymphony · · Score: 1

    Not much for internals but if you're interested in the I/O ports (Controller, AV, Cart Port, etc) and protocols GameSX is a great site.

    This might make a good addition to whatever you can glean from an emulation discussion since emulators don't typically deal with the external connections.

  34. How Color Dreams reversed the polarity by tepples · · Score: 2

    Bible Adventures and other Color Dreams games on the NES used a charge pump circuit to send negative voltage pulses through the CIC's data pins until the CIC froze. Nintendo had improved the input protection on the Super NES version of the CIC, making it harder to defeat by reversing the polarity. So Super Noah's Ark 3D had a connector on the top like a Game Genie so it could pass the CIC signals through to an authentic game.

    1. Re:How Color Dreams reversed the polarity by jalefkowit · · Score: 3, Funny

      Nintendo had improved the input protection on the Super NES version of the CIC, making it harder to defeat by reversing the polarity

      That'll show everyone who laughed at Nintendo when they hired Geordi LaForge to work on the SNES...

  35. SNES? by fahrbot-bot · · Score: 1

    Gesundheit. What else is there to know?

    --
    It must have been something you assimilated. . . .
  36. Re:Let me google that for you.... by metrometro · · Score: 0

    Your snark would be more compelling if THIS VERY DISCUSSION weren't a top five result for the search in question.

  37. Re:I would say SNES was the most technically pushe by nhat11 · · Score: 3, Insightful

    I thought that's what the SNES even more impressive that it could use co-processors while keeping the price the same as other games and no add-ons to the actual system. It gave the system a bit more freedom in pushing software and hardware specs around to achieve what the developers had in mind at the time. For example the developers of Star Ocean used the S-DD1 from wiki: http://en.wikipedia.org/wiki/Star_Ocean_(video_game)#Development "S-DD1 chip to to aid in compression of almost all graphics and map data" Even though it was using the 2nd largest cartridge of the time 48 megabits. (There's Metal Slader Glory which I believe is even larger) In fact SNES games were still being develop long after the SNES life has ended in the US and the PS1 and N64 came out until late 2000. http://en.wikipedia.org/wiki/Metal_Slader_Glory Here's a pretty solid list of impressive games that were developed SNES during it's life cycle. http://www.racketboy.com/retro/super-nintendo-snes-games-that-pushed-the-limits-graphics-soun

  38. Re:I would say SNES was the most technically pushe by nhat11 · · Score: 0

    *I wish slash had a edit button that lasted for 2 mins after the post like in stackoverflow*

    I thought that's what made the SNES*

  39. Re:Best Ask Slashdot Question by BronsCon · · Score: 0

    any the most "just fucking google it" responses I've seen in equally long... WTF?

    --
    APK quotes people (including myself) without context and should not be trusted. Just thought you should know.
  40. Re:Dear Slashdot.. by strength_of_10_men · · Score: 0

    Up next, Archie tells Meathead to get off his chair and get a real job.

  41. Re:I would say SNES was the most technically pushe by nhat11 · · Score: 0

    Also I forgot this one little detail (hopefully last) is that without the SNES, the PS would have *probably* never have existed. Sony and Nintendo developed an add-on to the SNES called SNES-CD http://en.wikipedia.org/wiki/SNES-CD.

    In fact Sony was going to release a system called the "Play Station" (not the playstation) to be compatible with the SNES-CD. As everyone know, because of the disagreement between Sony and Nintendo, we now have our current consoles we have today.

    (Fun fact, Sony created the audio system for the SNES and created some SNES games back in the day!)

  42. vsync is NOT a "needed part of accurate emulation" by Anonymous Coward · · Score: 4, Informative

    vsync might be nice for the user experience, and I'll be the first to admit that bsnes does not have all of the little user conveniences that some older (faster, less accurate) emulators have.

    I personally prefer to still use a many-years-old version of ZSNES for actually playing emulated games.

    But in terms of accuracy in its emulation of the SNES hardware, BSNES is unbeatable. Byuu-san was always disgruntled about the lazy approach that other emulator authors were taking, towards accuracy--using known-inaccurate techniques and lots of game-specific hacks to cover up any problems--but several years ago he decided to do something about it, and since then he has emerged as one of the most dedicated and careful (and innovative) of the small group of world-class developers reverse-engineering the behaviour of the SNES. Byuu has made literally dozens of unique findings about tiny, obscure behaviours of the SNES hardware--in many cases even things that *no known game even depends on*, but he spent the time and effort to devise theories and write tests and do experiments in order to get a deeper understanding of what was going on. And then incorporating those findings into BSNES in the clearest and most accurate way possible.

    The result of this years of super-human effort, is an emulator (BSNES) that is a lot slower than certain other emulators, but also much more accurate in the precise details. It can run every known SNES game (thousands of them) very accurately, with absolutely NO game-specific hacks in it. Which is an amazing accomplishment, and a valuable resource for others to learn about SNES programming (either emulators or games), and I am positive that someday, BSNES will be a key piece of efforts to preserve the history of SNES games so that future generations can learn about them and play them.

  43. Half and half frame != accurate by tepples · · Score: 2

    vsync might be nice for the user experience

    Even if your emulator generates an accurate sequence of bitmap images representing consecutive frames of PPU output, it is not very accurate to send half of one frame and half of another frame to the monitor.

    1. Re:Half and half frame != accurate by byuu · · Score: 1

      Ah, tepples. Always the pedant. bsnes has a Vsync feature. You could also argue that resampling the audio to get smooth audio+video at the same time is not accurate, and you'd be right. Except for the fact that perfect video+audio sync without doing that is impossible on modern hardware. So I guess there's no such thing as an accurate software-based emulator :P

    2. Re:Half and half frame != accurate by Anonymous Coward · · Score: 0

      any half decent video card on the market is more than capable of forcing vsync. Look up your model and get the utilities for it.

  44. SNES has Blast Processing by tepples · · Score: 1

    I never was a massive Sonic fan, but playing it again now - on a real Megatrive, at that - I'm amazed at how smooth and fast it is.

    You might be tempted to attribute this to some mystical "Blast Processing" capability of the Mega Drive/Genesis chipset. But Blast Processing is just Sega's term for DMA-assisted copies to VRAM during vertical blanking time. The NES doesn't have it. Sega's marketing department made a big deal about the Genesis having it, but the Super NES has it as well.

    1. Re:SNES has Blast Processing by Gordonjcp · · Score: 1

      Yeah, it's basically a crude blitter. It still looks pretty damn cool.

    2. Re:SNES has Blast Processing by Anonymous Coward · · Score: 0

      Um no, Blast Processing was just a marketing campaign pointing out the SNES had a lower CPU speed (though in practice that meant nothing as the CPUs are completely different - the 68000 is better at handling large numbers, the 65816 is better at accessing memory, but that's it).

      I'd argue there's a true blast processing feature though... Undocumented YM2612 bit (the one that disables FM and makes PCM extremely loud) + massive abuse of drumloops = people nearly going deaf and rooms vibrating. Happened during testing... *sigh*

  45. Re:Dear Slashdot.. by mrbester · · Score: 1

    I'm sure there's a torrent available at Demon... Oh wait.

    --
    "Wait. Something's happening. It's opening up! My God, it's full of apricots!"
  46. Have you picked your phone up to call Nintendo? by Kergan · · Score: 1

    I mean, seriously... Companies in general, and corporate giants in particular, aren't too willing to share information, much less potentially confidential documentation. But I've never heard of any company refusing a wide range of information when called by a student introducing himself as such -- especially on obsolete products. Heck, if activists can make it into poultry farms when presenting themselves as agriculture students, surely you can wiggle yourself into finding a few proud engineers at Nintendo who can recount whatever you want to know first hand. Eg "Hi, I'm compiling data on XYZ as part of my school curriculum and I was wondering if you could forward me to someone in the tech department who could give me the information I could be looking for." Seriously... Try it. People get so much email nowadays that they're more than happy to answer a phone call for a change.

    1. Re:Have you picked your phone up to call Nintendo? by Yoozer · · Score: 1

      especially on obsolete products

      Funny thing is, the SNES isn't obsolete in that way; you can buy SNES games on the Wii virtual console (albeit a limited subset). That means every other emulator is still in direct competition because it removes the need to give Nintendo money. For hardware emulation, there are NES-on-a-chip systems - they don't want this to happen with the SNES, too.

  47. HDMA was awesome sauce by Krokus · · Score: 1

    The SNES had eight HDMA channels, each of which could feed data from a table into a specific display hardware register on every scan line. The first thing I programmed on the SNES was a company logo sequence that used seven HDMA channels (which you can see in the first 12 seconds of this video if you care.

    When I later moved on to the GBA, I was aghast to see that the HDMA channels were gone from the hardware. To me, that was a big step down. :(

    By the way, though the SNES is a 16-bit machine, it actually does 24-bit address resolution. You can test this for yourself by setting the bank register to $7F and doing an indexed load from say, $FF80,X where X > $80. It will read from bank $80 and not wrap around within bank $7F

    1. Re:HDMA was awesome sauce by Dwedit · · Score: 1

      What are you talking about?
      The GBA does support hblank DMA, which lets you write new values for each background layer's scrolling and control registers. I use it all the time.
      It's just not specifically called "HDMA" anymore, it's rolled up into regular DMA instead. Use incrementing source, and incrementing+reset destination, write the first value during vblank time, and you have HDMA.
      Because many registers are adjacent in IO memory, you can get multiple effects with a single DMA transfer.

  48. This is the guy you need to talk to. by Anonymous Coward · · Score: 0

    His senior design project revolved around hacking NES

    http://www.infiniteneslives.com/support.php

  49. Google "FPGA SNES" by hamster_nz · · Score: 1

    Lots of interesting stuff to read!

  50. SNES Remake by Anonymous Coward · · Score: 0

    ThinkGeek has the answer for those who want a new system. http://www.thinkgeek.com/product/b76e

  51. The real answer. by Anonymous Coward · · Score: 1

    http://nesdev.com/ this is the source for all knowledge of NES/SNES.

  52. SNES Developer Manual by Anonymous Coward · · Score: 1

    One of the better documents I've found is this:

    http://www.romhacking.net/documents/226/

    This is apparently an official development manual for the SNES. It has technical information on the SNES itself, as well as various add-on chips (like the Super FX, etc.). 800+ pages of this stuff.

  53. XGameStation by Anonymous Coward · · Score: 0

    Have you looked at the "design your own video game console" XGameStation http://www.xgamestation.com by the popular game software author Andre Lamothe?

  54. Re:vsync is NOT a "needed part of accurate emulati by Anonymous Coward · · Score: 1

    Vsync is definitely a requirement for more than just accuracy. There are lots of games out there that used audio cues, and a the older systems had a much tighter audio/video latency. These days it's normal to see up to 200ms of latency between audio and video, which is well within human perception. Those older consoles sat around 20ms of latency between audio/video, which is just at the edge of human perception.

    Without Vsync you wind up having the video cycle much faster than the audio. Every round the video runs faster you gain a bit of delay on the audio appending the latency in the pattern of "Latency + Cumulative Delay". That cumulative delay does not go away until certain conditions are met that usually happen during blank screens where games load the next map/level or an opaque menu. For games where the sounds are merely cosmetic that's no problem, but games that use audio cues it becomes noticeable during an ordinary play session, for example the tone in the factory of Chrono Trigger (gets so far off that you have mere milliseconds to respond, instead of the intended second or two).

    There is also a matter of visual artifacts that arise in modern monitors that don't have really good response times. I've seen a lot of monitors have a sort of silhouette around the trailing edge of moving stuff in NES and SNES emulators that didn't implement Vsync (optional or not).

  55. Re:The Ultimate Resource for SNES Development by chrisG23 · · Score: 1

    AC:

    Actually yeah, I did easily come across the information he was looking for, by searching for "SNES hardware specifications" and clicking on the top search result, and reading. It took me to this forum where people are actively discussing SNES hardware specifications and posting links to the information he requested. Here is an excerpt from the first post on the page google linked me to:

    Here's is a new decoument with SNES hardware specs,
    http://nocash.emubase.de/fullsnes.htm
    http://nocash.emubase.de/fullsnes.txt
    it should be the most complete SNES specs ever released (unless I've missed something important), covering both the console (based on Anomie's docs), and all existing add-ons, controllers, coprocessors (based on my own research & info found on various webpages; including the nesdev forum)... I hope the doc will be of some use.

  56. Re:The Ultimate Resource for SNES Development by chrisG23 · · Score: 1

    Sootman:

    I agree with you that its good to have a current, real-time discussion with a range of knowledgeable people. Where we differ is he could easily have searched for "SNES hardware forum" or "SNES hardware disccusion" or even "SNES hardware specifications" and found a better place to ask this question, or even found that it was asked already and answered.

    I searched for "SNES hardware specifications" and the number 1 search result took me to a SNES hardware discussion forum that appears to be pretty active. The article at the top of the page says this:

    Here's is a new decoument with SNES hardware specs,
    http://nocash.emubase.de/fullsnes.htm
    http://nocash.emubase.de/fullsnes.txt
    it should be the most complete SNES specs ever released (unless I've missed something important), covering both the console (based on Anomie's docs), and all existing add-ons, controllers, coprocessors (based on my own research & info found on various webpages; including the nesdev forum)... I hope the doc will be of some use.

    And there are lots of entries after that I glanced over that look like more posting of more information. Anyway, going straight to an interest group in the topic you claim to be interested in seems to me like a better way to get an answer. Just posting to Slashdot and basically saying "hey I have this hobby I want to start, can you do my research for me" reeks of helplessness or laziness to me.

  57. Re:The Ultimate Resource for SNES Development by chrisG23 · · Score: 1

    AC:

    Ok, you are right about it being Ask Slashdot and not a proper article. I just don't see why you would use Ask Slashdot to replicate the same answers that could be found in a discussion board for SNES hardware, a discussion board that could easily be found by searching for it on a search engine.

    I can understand it if there weren't any resources for the question readily available, but there are a lot of people out there that are interested in SNES hardware and SNES hardware emulation. These discussion boards and forums and resources readily exist and have for some time. As others have mentioned there is even an emulator out there that aims at 100% hardware emulation down to recreating strange glitches and artifacts.

  58. 15 years? by Anonymous Coward · · Score: 0

    psx or gtfo.

  59. Re:The Ultimate Resource for SNES Development by int19 · · Score: 1

    I've spent the past 45 minutes reading technical hardware details about the SNES of my past that I likely wouldn't have thought to look into if this post didn't exist, and enjoyed every minute of it. Personally, I'm happy that the OP brought up this question since I learned something.

  60. Resampling audio produces least inaccuracy by tepples · · Score: 1

    You could also argue that resampling the audio to get smooth audio+video at the same time is not accurate, and you'd be right. Except for the fact that perfect video+audio sync without doing that is impossible on modern hardware.

    That and the fact that resampling audio to a different sample rate is much better understood (and in fact provably reversible according to Nyquist) than resampling video to a different frame rate. I may be a pedant, but I'm also a pragmatist who recognizes that the lesser of two evils is the often the best available. So if your video card runs at 58.7 to 61.5 Hz, then resampling the audio is probably the least inaccurate way to keep them in sync.

  61. Why ask here? by FyberOptic · · Score: 1

    I don't see how anyone capable of understanding the technical aspects of a video game console would need to ask such a question on Slashdot.

    When I wanted to know how these consoles worked, I Googled it, and I learned everything I needed to know. All of the earlier Nintendo consoles have been heavily documented by fans. I never had to ask anyone anything, and was eventually able to make my own ROMs for NES, SNES, GB, and GBA. I later took this knowledge further and made my own NES Flash cartridge, albeit only supporting NROM and UNROM games, and planned out some elaborate NES hardware mods on paper but never finished the physical construction (too many wires!).

    In other words, if someone like myself with limited skills, equipment, and no formal education in any of these subjects can accomplish this much with just Google, I can't imagine why someone with four years of technical education is asking Slashdot for help.

  62. Re: by Anonymous Coward · · Score: 0

    Reversing the polarity is alright but don't cross the streams!