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Supercharger Impressions


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#1 boutell OFFLINE  

boutell

    Space Invader

  • 17 posts
  • Location:Philadelphia

Posted Mon Feb 26, 2007 1:38 PM

Just bought a Supercharger on eBay. There have been many different stories about what does and doesn't work, how easy it is to work with as a development tool, etc.

So I'll just mention my outcome: 100% positive. It works fine straight off my laptop's audio output jack, I didn't need any adapters. wplaybin works great (even in XP) and even 4K ROMs cross the wire in just a few seconds (I know, it's funny to be bragging about how fast we can more 4K in 2007, but the point is it works). I sometimes have to hit play more than once but it's never a real problem.

I gather there are some memory addresses that you can't touch in an unmodified supercharger or something, which might be why I experienced a crash while playing a recently posted 4K Pac-Man demo, but it hasn't been an issue for my own development so far.

Testing on the real thing has been vital - kernels that have a solid display on stella roll like crazy on the real hardware. But the stella debugger (hit the backtick key and be amazed) has been enormously helpful in fixing same - it's great at displaying how many scanlines are in a frame!

#2 djmips OFFLINE  

djmips

    Dragonstomper

  • 591 posts
  • scrolling
  • Location:Seattle

Posted Mon Feb 26, 2007 3:35 PM

You can disassemble bins and modify them to work with the Supercharger.

In your own code.

 ORG $FFF8
 .word 0	   ; for supercharger
 .word 0	   ; nmi vector
 .word START   ; start vector
 .word START   ; brk vector


#3 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • 20,458 posts
  • Location:The land of Gorch

Posted Mon Feb 26, 2007 7:05 PM

Yup...$xFF8/9 need to be totally unused by the program. No called data or program instructions allowed to ensure Supercharger-compatability (tho this can be avoided by modding the unit itself).




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