Well, that's a *little* more reasonable. It was in the $1000s before. I wonder if we could do a group purchase for SNES development at a more reasonable fee, ($50-$75) with no support or something?
Well 395$ is maybe more affordable, but anyway currently that sdk cannot produce anything runnable easily. There is some way to run code by outputting in binary format but then the ROM is not clean and i doubt it will work on real HW. I think the key is get that isx file specification and make our own tool, or just to get our hands on older tools from developpers. cdoty : wich tools did you use for your frog feast port on SNES ? See ya all, ++ Lint
It's based on the modified version of CC65 that worked with lcc816. It's a very early version, and did no optimizations. I detailed the compiler issues in my blog: http://www.rastersoft.net/Blog/2006_03_01_archive.html Here's the compiler (For windows, probably needs Cygwin installed to work): http://www.rastersoft.net/SNESDev.rar And a skeleton project: http://www.rastersoft.net/SNES.zip The project expects the compiler to be in c:\SNESDev\bin (unrar the file to "C:\"). And, the project goes to c:\SNES (unzip the file to "C:\"). You can debug the project using MESS using "go.bat", if MESS is installed in C:\MESS.
The line limit is incorrect in the install. It's 750 lines, and that's per C file. Which isn't too bad. The linker will also link multiple files. The -HZ (Zardoz) format is going to be much easier to work with. Here's what I found: BYTE Type; (0x5A) WORD StartAddress; WORD Size; (Or could be a DWORD for size). WORD Unknown; (Size) bytes of data starting at StartAddress. Immediately followed by the next section: WORD StartAddress; WORD Size; (Or could be a DWORD for size). WORD Unknown; etc... End is marked with 0x0000 0x0000 0x0000
No, paying to get a version without the IDE, simulator, and support. The 'community' of users would have to support it. The binary format will work (with some processing) as a SNES rom. Here's what I used: To compile use: WDC816CC -ML File.c -O File.obj To link use: WDCLN -B -T -HB -MN -PFF -zCODE=8000,FFFF -C8000 -K8000 -D0000,1FFF -U0000,1FFF -V startupSnes.obj File.obj -O File.bin The generated file needs to be padded to a multiple of 64k, and the first 32k of each 64k block needs to be removed from the file. This will span data correctly across banks ($8000,$18000, etc). A function can only fill one bank though. This should work. I will be testing it further tonight.
I am about at the same point that you. I just prefer to take the ISX path since WDC support it as the nintendo format. I will install myself a C compiler by tomorow and make a quick ISX to ROM converter. Within 24h i should have something up and running (i will start by a linux version since it's my predilection dev platform when i need to write a tool in C). Anyway keep the good work going. Im not sure we need to "buy" the pro version of the WDC sdk since the limitation annouced by WDC for the free sdk dont seem to be real. See ya, ++ Lint
The only two limits I've found are the 750 lines per C file, and the assembly language 2k size limits (with doesn't include data, only code). Both are very easy to work with.
The WDC compiler will work for SNES development. This isn't a multi-bank project, but adding a bank appeared to work without any problems. You will have to use jsl/rtl instead of jsr/rts, unless you know the routines are located in the same bank. Here's my first test project, using some of the routines from Frog Feast; it does not use any libraries included with the compiler. http://www.rastersoft.net/WDCTest.zip I used the binary format, and wrote a utility to convert from binary to SNES binary. The assembler and C compiler seem very easy to use. The only issue I had was initially finding the command to include a binary file, it's INSERT. Edit: The file has been updated to include a utility to convert the map file to a WLA symbol file. This works with the Super Sleuth emulator (http://users.tpg.com.au/advlink/spx/mainframe.html). The mk.bat file has the utility commented out.
Very nice work. I haven't got the time to work on my isx tool yet. Hope to get something by end of the week. Keep up the good work, ++ Lint
nice. never heard of this emulator before. Allways used that "Geiger's Snes9x Debugger" emu.. is the emu any accurate? Think I'm gonna give this one a try.
I'm not sure how accurate it is. I think it's designed more as a development tool, rather than an accurate emulator. I routinely use BSNES for accurarcy.
was mostly thinking if it's good enough to use for development - and I guess that's a yes considering your comments (I do final testing on real HW any way)
Personally, I use MESS for debugging, BSNES for a quick santy check, and an old Romulator ISA card for testing on a real system. I recently got a GD6, which should be easier to use for testing on a real system.
I initially thought about that. But, I was able to get the GD6 with 32 Mbit for around $30. And, the GD6 also has a parallel port, and I found out the floppy is easier and faster for testing.
Floppy faster ? hell no ... i found myself easier my the // port of my pro fighter Q+. 30$ for a GD6 ... it's a nice price ... If anyone got cheap SNES Backup Units feel free to contact me. I haven't yet started the isx convert tool, since i'm busy on an other project, got my day job and my family to take care of. I keep you updated anyway... ++ Lint
Is using isx format important? It would be nice to use the debugging information, but the only emulator that uses any debugging information only uses addresses, which can be taken from the map file.