SNES on an FPGA
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Usage of Today's Technology in Creating Authentic '8-Bit' and '1
CALIFORNIA STATE UNIVERSITY, NORTHRIDGE Renegade Drive: Usage of Today’s Technology in Creating Authentic ‘8-bit’ and ‘16-bit’ Video Game Experiences A thesis submitted in partial fulfillment of the requirements For the degree of Master of Science in Computer Science By Christian Guillermo Bowles December 2017 Copyright by Christian Guillermo Bowles 2017 ii The thesis of Christian Guillermo Bowles is approved: ______________________________ ____________ Prof. Caleb Owens Date ______________________________ ____________ Dr. Robert McIlhenny Date ______________________________ ____________ Dr. Li Liu, Chair Date California State University, Northridge iii Acknowledgements The author wishes to thank the following individuals and organizations for their contributions and support towards this thesis project: • Doris Chaney • Dr. G. Michael Barnes • Dr. Richard Covington • Dr. Peter Gabrovsky • Dr. Ani Nahapetian • Lauren X. Pham • Chase Bethea • Caleb Andrews • Sean Velasco • Ian Flood • Nick Wozniak • David D’Angelo • Shannon Hatakeda • Jake Kaufman • CSUN Game Development Club • Animation Student League of Northridge • CSUN Anime Club • Yacht Club Games • Mint Potion TV iv Table of Contents Signature Page iii Acknowledgements iv List of Figures x List of Tables xiv Abstract xv Introduction 1 Chapter 1: Hardware Limitations of the Nintendo Entertainment System 3 • Screen Resolution 3 • Tile Patterns 4 • Layers 4 • Sprites 6 • Palettes 7 • Audio 8 • Input 10 Chapter 2: Hardware Limitations of the Sega Master System 12 • Screen Resolution 12 -
Graphical Technologies, Innovation and Aesthetics in the Video Game Industry
Issue 02 – 2013 Journal –Peer Reviewed DOMINIC ARSENAULT Université de Montreal [email protected] Graphical technologies, PIERRE-MARC CÔTÉ Université de Montréal innovation and [email protected] aesthetics in the video AUDREY LAROCHELLE Université de Montreal [email protected] game industry & SACHA LEBEL Université de Montréal [email protected] A case study of the shift from 2d to 3d graphics in the 1990s For a decade now, game studies have steadily progressed and covered ever more ground in the felds of humanities, arts and culture. An important dimension of video games, however, is still lef unaccounted for: the dynamics of innovation in the games industry. Searching for innovation in the Title and Keyword felds of the Digital Games Research Association (DiGRA) digital library returns only 8 papers out of the 618 entries. This is all the more surprising given that the 2009 DiGRA conference was titled Breaking New Ground: Innovation in Games, Play, Practice and Theory. There seems to be a clear lack of research on innovation, which this project aims to remedy to a degree. A few Game Innovation Labs exist in universities in the U.S.A. (at the University of Southern California and at New York University, for instance), but they are spaces of practice where games are designed and developed. Theoretical research on innovation is limited, but existing. A research seminar on game innovation, initiated by the GAIN (GAmes and INnovation) project led by Annakaisa Kultima at the University of Tampere, stated in its call for papers that “we know relatively little about the innovation processes that take place within the industry, [and] the bulk of the infuential work on games and innovation is found in practically oriented guidebooks au- thored by experienced games industry experts” (Game Research Lab, 2011). -
Tutorial ZSNES Emulador De Super Nintendo
Tutorial ZSNES Emulador de Super Nintendo Filipe Antônio Marques Falcetta São Paulo (SP), Brasil 14/12/2006 Índice Introdução - O que é um emulador? 3 - Como os emuladores surgiram? 3 - O que são ROMs? 5 O emulador ZSNES 6 - Versão atual do ZSNES 7 - Antes de usar o ZSNES 8 - Instalando o ZSNES 8 - Jogando rapidamente 12 Configurando o ZSNES pela interface gráfica - Menu 14 - Menu Game 14 - Menu Config 15 Input 15 Add-ons / Devices 16 Chip CFG 16 Option4s 16 Vídeo 18 Sound 21 Paths 22 Saves 23 Speed (WIP) 24 - Menu Cheat 25 Exemplo de uso do search 26 - Menu Netplay (1.42) 29 ZBattle.net 30 - Menu MISC 32 Game keys / Misc keys 32 Gui Opns 34 Movie OPN 35 Recursos novos para gravação de vídeos (WIP) 36 Key Comb 37 Configurando o ZSNES via arquivos de configuração 38 O arquivo ZSNESW.CFG 39 Anexo 1: Sites de emulação recomendados 48 Anexo 2: Dúvidas mais freqüentes usando ZSNES 49 Anexo 3: NSRT 51 Anexo 4: Patches para ROMS – arquivos .IPS 54 Anexo 5: Baixando a trilha de seu jogo favorito 56 Anexo 6: Instalando versões SVN 58 Fotos do ZSNES em execução 61 Referências 62 3 Introdução O que é um emulador? Segundo o dicionário Houaiss, emulador é um sistema de computação equipado para simular outro sistema, ou ainda, podendo ser software (um aplicativo) ou mesmo hardware (dispositivo físico). Como os emuladores surgiram? Antes de entendermos como os emuladores surgiram, deve ser esclarecida um pouco da história da informática. O primeiro computador surgiu em 1822, quando Charles Babbage (1791-1871), matemático e filósofo inglês, desenvolveu o “mecanismo diferencial”, uma poderosa máquina concebida com várias engrenagens (ela funcionava a vapor) que possibilitava resoluções de equações. -
Nintendo Power Magazine!
y f Vi //i /*I jzJmuJJi 1 E VVIHI# Join the club! Just sign-up fora full year ofclub benefits forSI5, and get 12 issues of Nintendo Power Magazine! Way more than a subscription! we Ve taken all the best parts of Nintendo Power Magazine, and Super-charged them to give you more playing power than ever before! Just look at everything you'll get! Nintendo Power Subscription-Membership includes your monthly Nintendo Power magazine. Every month you'll get tips, strategies, full-color maps and reviews for all 3 Nintendo systems, straight from the pros at Nintendo. Power Certificates -A full year gets you $36 in exclusive Power Certificates to help you get the hottest game paks at reduced prices. Power Trading Cards-Every month you 'll get six Power Trading Cards-they feature stats and challenges for your favorite games. You can even win a FREEgame pak! Super Power Issue-Coming every January, this members- only issue is a year-end look at Nintendo s best and it's packed with exclusive stuff that won 't be available in stores. Power Cleaning Service-Get the most power out of your Nintendo system with a free cleaning at your participating official Nintendo World Class Sen/ice® Center. Join NOW and choose your FREE Player's Guide! Get the Player 's Guide of your choice with your paid membership-a $15 value! NES Game Atlas (code 1003}-featuring complete maps for 18 best-selling classic games! 180 pages of must-have info for the senous player! Mario Mania (code 1004)~including over 100 pages about his new 16-bit adventure, Super Mario World. -
The Unofficial Analogue Super Nt Manual Covering Official Firmware V4.5 and Jailbreak Firmware V6.6
The Unofficial Analogue Super Nt Manual Covering Official Firmware v4.5 and Jailbreak Firmware v6.6 -1- Copyright 2018 by Great Hierophant All rights reserved nerdlypleasures.blogspot.com This manual is not endorsed, sponsored, authorized or approved by Analogue, LLC. All trademarks are the property of their respective owners. Any opinions expressed herein are strictly those of the author. Super Nt drawing on Page 4 courtesy of Analogue Text Revision Date : June 6, 2018 -1- Introduction Congratulations, you are the proud owner, borrower or some other way acquirer of the Analogue Super Nt, the first FPGA-based console designed to recreate the Super Nintendo Entertainment System in high definition video and lossless audio. This little box contains a large number of options and features, and in this manual I will tell you how to set up your system and what all the options do in far more detail than the official documentation. And as I am not bound to any kind of plausible deniability, I’ll tell you all about those piratey little features provided in the Jailbreak Firmware. Obligatory Health and Safety Warnings I didn’t feel like retyping the typical warnings, so I’ll give you the short version : If you have epilepsy you shouldn’t play video games, and if you do You Have Been Warned of the possibility of permanent neurological injury. So good luck trying to sue Analogue if you get a seizure from the “Touch Fuzzy, Get Dizzy” level of Super Mario World 2: Yoshi’s Island. Also, take breaks, go for a walk or shoot something. -
Architecture of the Super NES and Its Peripherals a Journey Into One of the Greatest Gaming Consoles of All Time
Architecture of the Super NES and its Peripherals A journey into one of the greatest gaming consoles of all time Patrick Shuman Maximilian Brown Overview ● History ● CPU ● PPU ● APU ● Cassettes ● Controllers ● Official Nintendo Extra Hardware image: http://upload.wikimedia.org/wikipedia/commons/8/82/USA-SNES_-_JPN-SuperFamicom.png History ● Manufactured 1991 - 1999 ● 49.1 million units sold worldwide ● Most popular game: Super Mario World ● Successor to the Nintendo Entertainment System ● Predecessor to the Nintendo 64 NES vs SNES Specification NES SNES Production dates 1983 - 1995 1991 - 1999 CPU Speed 1.79 MHz 2.86 MHz (up to 10.74 MHz) Number of bits 8 bits 16 bits Units sold 61.91 Million 49.1 Million Central Processing Unit (CPU) SNES CPU ● Custom CPU based on a 16-bit 65c816 core ● Input clock rate: 21.47727 MHz ● Bus clock rate: 3.58 MHz (High Speed mode), 2.86 MHz (normal mode) ● 24 bit bus - used for general accesses ● 8 bit bus - used for APU and PPU register accesses SNES CPU CPU Specification SNES Sega Genesis Max Clock Rate 3.58 MHz 7.6 MHz Number of bits 16 16/32 Peak Instructions per 1.79 MIPS 1.4 MIPS second Picture Processing Unit Picture Processing Unit (PPU) ● Comprised of 2 units: PPU1 and PPU2 ● PPU1 generates background character data, rotation, and scaling ● PPU2 performs special effects Picture Processing Unit (PPU) ● 64 kB of SRAM ● 32,768 colors (15 bit RGB color space) ● Clocked with the same signal as CPU ● 7 different video modes ● Supported resolutions: 256x224, 512x224, 256x239, 512x239, 512x448, 512x478 Video Modes Mode 0: 4 layers, all using 4-color palettes. -
Snes9x: the Portable Super Nintendo Entertainment System Emulator ===
Snes9x: The Portable Super Nintendo Entertainment System Emulator ================================================================= v1.42 4-Dec-2003 ================= Home page: http://www.snes9x.com Contents ======== Changes Since Last Release Introduction What's Emulated What's Not What You Will Need Getting Started Game colour System Keyboard Controls Joystick Support Game Saving Netplay Support Cheat Support Super FX S-DD1 and SPC7110 S-RTC SA-1 C4 3dfx Support Problems With ROMs Sound Problems Converting ROM Images Speeding up the Emulation Getting Help Credits Changes Since Last Release ========================== Check the CHANGES file for a complete history of Snes9x changes between versions. Introduction ============ Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation. The games include some real gems that were only ever released in Japan. Snes9x is the result of well over six years worth of part-time hacking, coding, recoding, debugging, etc. Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux, DOS and Windows ports. Snes9x is better than a real SNES: o Freeze a game at any position, then restore the game to that exact spot at a later date - ideal for saving a game just before a difficult bit. o Built-in cheat cartridge. o Built-in peripheral emulation. The SNES mouse, Multi-player 5 and SuperScope external add-ons are all emulated, they cost extra money with a real SNES. o Stereo sound - yes I know the SNES produced stereo sound, but who actually paid the inflated price for the special lead just so you could hear it? o No more cartridge contact cleaning! o Some SNES hardware features that be turned on and off during game play, games might be using one of these features to deliberately make a section of the game more difficult. -
Nintendo Player's Guide SNES
V”** '-T -*v f-...* i g '^h : > iwiwr i \ * '\/ ^ w3 E // jk \ I^Tt-Tl^-:jyVm iiiiijOftiM 1 /4m igSF kk<32^ 0 V fil lip'is -| / ( ^Nintendof) , V'lrh hals V" W/A , HOLE 0J£ v i Jk> r lifBTOTfSa STAFF Publisher M. Arakawa Producer in Chief Hiroyuki Kato SUPER NES Editor in Chief Gail Tiiden Senior Editor Pam Sather CONTENTS Scott Peiiand George Sinfield Leslie Swan INSIDE THE SUPER NES 3 Jeff Bafus Jane Hacker Scott Stinson 7—68 Editorial Consultants - Howard Lincoln Peter Main SUPER MARIO WORLD 8 SMASH TV 61 Phil Rogers Juana Tingdale SUPER GHOULS N GHOSTS 16 JOE & MAC 62 Tony Harman SUPER CASTLEVANIA 26 ULTRAMAN: Cover Design Griffes Advertising E Copy Coordinator Machiko Oehler TOWARDS THE FUTURE 63 FINAL FIGHT 36 Director ofProduction - Tsutomu Otsuka PAPERBOY 2 64 Producer Yoshio Tsuboike GRADIUS III 42 Project Coordinators — Hiroyuki Kurano SUPER R TYPE 48 HOME ALONE 65 W. David Mellen 54 HYPERZONE 66 Keiji Hamada U.N. SQUADRON Emi Toyama 67 LEGEND OF THE PIT FIGHTER Art Director Yoshi Orimo DARIUS TWIN 68 Concept & Design — WORK HOUSE USA MYSTICAL NINJA 60 Yukio Yamashita Ichiro Koike Leo Tsukamoto 69 — 9 Wendy Saivatori WORK HOUSE CO.. ACTRAISER 70 WANDERERS FROM YS 84 LTD. Seiji Sato THE LEGEND OF ZELDA: LAGOON 90 Jumpin' Jack Yushi A LINK TO THE PAST 78 Masao Iwamoto Hiro Ogawa RPG & SIMULATION 91 -118 A Noboru Umeoka Kochan Yoshizu Hiroshi Ohashi FINAL FANTASY II 92 DRAKKHEN 116 Shuji Kurokawa PILOTWINGS 100 THE CHESSMASTER 117 Tomohide Kinoshita SIMCITY IOC MIRACLE KEYBOARD 118 (OK 2) DEZAIRA POPULOUS 112 Illustrators Makikazu Ohmori Jackie Yoshida Hiroshi Aizawa 119-148 A Norikatu Endo SPORTS ©ORION PRESS ©PPS F ZERO 120 SUPER BASEBALL SIM- ©SuperStock. -
Super Mario Kart
Todd Brown STS 145 Game Review 2/22/2001 Super Mario Kart Throughout most of my life, video games have provided me with a source of enjoyment to which I could always turn, no matter how much it was raining outside. From my earliest memories on my beautifully simple Atari 2600 to my most recent experiences with advanced 3D on my computer, games have always been able to provide me with greatly engrossing experiences. However, as newer and more advanced games and systems appear on the market, the favorite games of yesteryear all shelved to collect dust. Only a few games can stand the test of time and make you reach for them instead of the newer, snazzier ones, and, when you do reach for them, you reach for them over and over again. A perfect example of such a game is Super Mario Kart. Super Mario Kart (released September 1992) was developed for the Super Nintendo Entertainment System (SNES) by Nintendo’s legendary in-house team known as Nintendo Entertainment, Analysis, and Development (EAD). Led by the god of video game designers Shigeru Miyamoto, EAD has created many of the most recognizable games and characters on the planet, most notably those associated with the Mario and the Legend of Zelda series. Other major players involved in Super Mario Kart’s production were Producers Tekashi Tezuka, Genyo Takeda, and Kenji Miki. The team of lead programmers consisted of Yasunari Nishida, Kenzo Hayakawa, Yuichi Yamamoto, Masato Kimura, and Kazuaki Morita. A well-developed story line for Super Mario Kart is virtually non-existent.