Author Topic: Implementing GSU Chip (SuperFX) in Verilog  (Read 17027 times)

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Offline Arnold101

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #45 on: April 04, 2018, 05:16 PM »
other updates?

Offline Eyedunno

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #46 on: April 04, 2018, 09:40 PM »
other updates?
Nope *whistles*

This other thread is up to 11 pages now for some reason though. Super weird.
http://krikzz.com/forum/index.php?topic=7451.150
« Last Edit: April 04, 2018, 09:45 PM by Eyedunno »

Offline ikari_01

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #47 on: April 05, 2018, 12:00 AM »
Hi!

For possibly getting more memory for the SuperFX chip, have you thought about sharing the memory between the various cartridge-only chips that the SD2SNES implements?

It's not necessary: The firmware consists of several FPGA bitfiles - depending on the requested game it will reconfigure the FPGA with the corresponding bitfile. There are dedicated bitfiles for DSPx+BS-X+S-RTC, Cx4, OBC1, and now GSU thanks to RedGuy. So each of these cores already has the entire FPGA's resources available to itself.

Offline infidelity

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #48 on: April 05, 2018, 12:42 AM »
Wow, incredible!

Offline eatnumber1

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #49 on: April 05, 2018, 01:08 AM »
It's not necessary: The firmware consists of several FPGA bitfiles - depending on the requested game it will reconfigure the FPGA with the corresponding bitfile. There are dedicated bitfiles for DSPx+BS-X+S-RTC, Cx4, OBC1, and now GSU thanks to RedGuy. So each of these cores already has the entire FPGA's resources available to itself.

Aha, I see. Clever! Thanks for the info.

Offline FartPuff

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #50 on: April 06, 2018, 03:21 PM »
Correct me if I'm wrong.  The gate capacity problem is considered when you want to run several chips and features simultaneously, like SuperFX and MSU-1

« Last Edit: April 06, 2018, 03:24 PM by FartPuff »
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Offline iwasaperson

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #51 on: April 06, 2018, 06:14 PM »
Correct me if I'm wrong.  The gate capacity problem is considered when you want to run several chips and features simultaneously, like SuperFX and MSU-1

Correct, although Redguy's SuperFX core already supports MSU-1.
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Offline Arnold101

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #52 on: April 07, 2018, 03:35 AM »
Correct me if I'm wrong.  The gate capacity problem is considered when you want to run several chips and features simultaneously, like SuperFX and MSU-1

Correct, although Redguy's SuperFX core already supports MSU-1.
redguy is a genious

Offline PityOnU

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #53 on: April 07, 2018, 08:31 PM »
other updates?

Nope *whistles*

This other thread is up to 11 pages now for some reason though. Super weird.
http://krikzz.com/forum/index.php?topic=7451.150

This thread was targeting a gate-level clone of the SuperFX chip. Development has been ceased because redguy's RTL clone is near-complete, making this effort redundant. His is also fully integrated into the sd2snes firmware already, whereas this one was still entirely independent, requiring a great deal more effort down the line to get up and running on the cart.

Some may argue that a gate-level clone is important to have for full accuracy, but the fact of the matter is that it ends up being an order of magnitude (or more) additional work for the same functionality at the end of the day. Redguy's implementation is essentially a Verilog translation of the C code in higan, which is already considered to be near 100% accuracy for the <12 games that actually used the chip, so that is definitely the way to go in this case.

Mods, feel free to close or lock this thread.

Offline Deltax5

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #54 on: April 08, 2018, 12:55 AM »
Got the sd2snes with this on the super nt. Everything working just yoshi's island Kamek's Revenge crashes and one of the star fox 2 patched games. I just patched the yoshi's island hacks and im ready to put on the cart.

Offline SmokeMonster

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #55 on: April 08, 2018, 01:22 AM »
v2.0 Kamek's Revenge works and all Star Fox/SF2 hacks work.

Offline Arnold101

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #56 on: April 08, 2018, 03:23 AM »
other updates?

Nope *whistles*

This other thread is up to 11 pages now for some reason though. Super weird.
http://krikzz.com/forum/index.php?topic=7451.150

This thread was targeting a gate-level clone of the SuperFX chip. Development has been ceased because redguy's RTL clone is near-complete, making this effort redundant. His is also fully integrated into the sd2snes firmware already, whereas this one was still entirely independent, requiring a great deal more effort down the line to get up and running on the cart.

Some may argue that a gate-level clone is important to have for full accuracy, but the fact of the matter is that it ends up being an order of magnitude (or more) additional work for the same functionality at the end of the day. Redguy's implementation is essentially a Verilog translation of the C code in higan, which is already considered to be near 100% accuracy for the <12 games that actually used the chip, so that is definitely the way to go in this case.

Mods, feel free to close or lock this thread.
sorry for that. You can work on the sa1 chip still

Offline Deltax5

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #57 on: April 09, 2018, 12:00 AM »
v2.0 Kamek's Revenge works and all Star Fox/SF2 hacks work.
Thanks i googled 2.0 and found it on smwcentral.net. romhacking.net has the older version.

Offline AlxUnderBase

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Re: Implementing GSU Chip (SuperFX) in Verilog
« Reply #58 on: April 09, 2018, 06:43 PM »

Mods, feel free to close or lock this thread.
[/quote]

Looking forward buddy !
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