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- SUPER FAMICON EMULATOR v.1.01 First Public Release
- --------------------------------------------------
- by Informatik Research Treyblink May 1994
-
-
-
- This is a project in which our team has worked for over nine months and for
- which we have released many pre-beta-versions that probably you have just
- used, since they were available in a pair of BBS of friends in Germany and
- Switzerland.
-
- What this program actually do:
-
- - It reads the binary coded games for SFAMICOM & SNES prepared for the "not
- very legal" Super Magicom and other yellow craps ( |-) hallo taiwan...it
- is only a joke );
-
- - Emulates the Dynamic-Data-Sharing-Chargement of the Nintendo Console to
- bring the data to your CPU ( ehm... for the CPU read a bit below ...);
-
- - Uses a DMA channel to adress music from the memory buffer directly to the
- Sound Blaster using NO CPU Power Speed;
-
- - The sound quality is "between" 11kHz and 16 kHz for old 8 bit cards and
- 22kHz and 35kHz for 16 bit cards (the ratio depends on the number of
- Nintendo-Sound Channel used by the game);
-
- - Uses ONLY scrolls-routines written for the hardware of the VGA, and the
- resolution is the classic ModeX ( "à la" Pinball Fantasies );
-
- - Emulates the SuperFamicom SNSP-005 Joypad (the simple-default one !)
- only with a Gravis Pad;
-
- - And finally emualtes the NS65010/HS 3.71 Mhz CPU of the SF with a "fast"
- data-code-memory process and a pre-translation in 386|protected mode
- of Phar-Lap DosExtender.
- (For EX-C64 Coders this should sound pretty familiar because the CPU
- Family is the same, only the old 8-bit registers are upgraded to a double
- width 16-bit adressing :-) ).
-
-
- :-(( And what doesn't do in this version:
-
- - It reads only <16 Megabits games (because of the DDSC routines that were
- written for the use of the game Street Fughter II {normal edition}, but
- they will be released in late May in a new version) ;
-
- - Works only with an ORIGINAL SoundBlaster Card (v2.0) and if you are lucky
- with a ThunderBoard... but all the Sound Galaxy, SoundBooster, and other
- will not work because of their limitated DMA channel.
- For 16 bit Sound, I'm sorry but in this release only SB16ASP or normal
- SB16 are supported (sorry Gus- and Soundman-users ... :-( !)
- --> SoundBlaster Pro DOESN'T FUNCTION because of its Built-In DBB-Charger;
-
- - Functions only with a fully compatible VGA ( better if Local-Bus !!!).
-
-
- CONFIGURATION:
-
- Min. 386/16 SX (never tried);
- 8 Mb RAM;
- VGA Standard;
- GRAVIS Pad;
- Sound Blaster v2.0;
-
- with this configuration I think you'll cry all the time... so it's better:
-
- 486/50 DX or 66 DX2 (on my 486 100 DX4 it works fine!!!!)
- 8 Mb RAM;
- Fast SVGA Local Bus or PCI (---> BEST: ET4000 VLB <---);
- GRAVIS Pad;
- Sound Blaster 16 (or ASP);
-
- -----------------------------------------------------------------------------
- PROBLEMS:
- -----------------------------------------------------------------------------
- The emulator hangs at the start if:
- doesn't find a sound card SB Compatible or 6.5 Mb of Himem MEM (no QEMM!!);
- finds a Cyrix processor (486 SLC, 486 SLC2, and some 387 coprocessor);
- finds NO GAME, you MUST have EXATCTELY one Super Magicom coded game in your
- directory, no more and no less !!!
- (You can find them on many TOP-BBS sites around the world, but remember:
- THIS IS NOT LEGAL !!! ).
-
- And will run bad:
- with a SoundBlaster compatible it will run without sound;
- without GRAVIS you will only see the Demo of the game...no interaction! ;
- with a SLOW VGA (Viper, ATI, Orchid, Speedstar, all S3, Trident...) the
- scrolling will not be very (ehm..ehm..) smooth ;
- with a slow CPU you will see a nice SLIDESHOW.
- -----------------------------------------------------------------------------
-
-
- I tried the program (and it worked very well) with:
-
- - SuperMarioWorld;
- - SuperMarioKart; (slow with <486/33 because of the lack of Custom DSP)
- - NBA Jam;
- - Street Fighter II;
- - Super Ghouls'n Ghost;
- - Dragonball Z 2;
- - Super Soccer;
- - Art of Fighting;
- - Tiny Toons Adventures;
- - Super Adventures Island;
- - Fatal Fury;
- - F-Zero;
- - Mortal Kombat.
-
- It had problems with:
-
- - Starwings; (lack of SuperFX chip emulation)
- - Actraiser II; (one night, but i didn't find the bug :-( !!)
- - SimCity. (I'm not sure about, the emulator report a device conflict)
-
-
- NEXT RELEASE : MIDDLE JUNE 1994
- -------------------------------
-
- This program totally FREEWARE and should be distribuited without any fee
- or charge, its size should be 1.38 Mb decompressed.
-
- We send many thanks to the Magicom Pte. of Taipei (Taiwan) and especially
- the Eng. Shoi Furasu for giving us all the technical data about Super
- Nintendo and Eng. Sokai Laminkia of Creative Labs Pte. of Singapore for
- the DMA direct-adress map of thei sound cards.
-
- Other thanks goes to many Informatic Engineer of ETH of Zürich, Switzerland
- for their help in programming all this advanced routines, especially
- all the student that worked with us and John Merrick for his great help
- and collaboration in our "small" project.
-
- At Nintendo they said that all this program was not illegal but they com-
- municated us that the spreading and use of the software is not permissed.
- So if you "use" it with game we are not responsible, but if you want to use
- this program and respect the law, make your own SN software.
-
- Another thing, Eng. Mike Seaver and Eng. Steve Archer of Nintendo Limited
- laughed at our project so:
-
- HERE WE ARE NOW !!!!
-
-
-
- Gjam of Informatik Research Team
- Project Manager Mario Arlati
- Uni-Treyblink
- GERMANY
- -----------------------------------------------------------------------------
-
- FOR INFORMATION, PROBLEMS OR SUGGESTION PLEASE WRITE TO:
-
- POWER@EZINFO.VMSMAIL.ETHZ.CH
-