{"id":312,"date":"2013-05-06T09:44:43","date_gmt":"2013-05-06T07:44:43","guid":{"rendered":"http:\/\/sd2snes.de\/blog\/?p=312"},"modified":"2013-05-06T09:44:43","modified_gmt":"2013-05-06T07:44:43","slug":"tiny-status-update","status":"publish","type":"post","link":"https:\/\/sd2snes.de\/blog\/archives\/312","title":{"rendered":"Tiny status update"},"content":{"rendered":"<p>So I&#8217;ve been getting a lot of questions pertaining to current progress, understandably. \ud83d\ude09<br \/>\nSuperFX is still crawling along, I&#8217;ve gotten a basic CPU core control unit and partial instruction decoder to work which can run test code in simulation fine, albeit limited. But it doesn&#8217;t deal with the different memory delays, stalling and parallelism yet; also the SNES interface, plot logic and other supplementary stuff are still missing.<br \/>\nThe SuperFX uses pipelining which is a thing I haven&#8217;t fully understood yet, so that&#8217;s going to take some brain work and likely multiple complete rewrites of the CPU core. I&#8217;d rather not give an estimated time of completion for that at the moment&#8230; \ud83d\ude09 Implementing pipelining properly is important because game code is laid out to take advantage of it and will not run correctly otherwise.<\/p>\n<p>Besides the SuperFX, kogami has discovered a BS memory mapping bug, a regression that snuck into firmware 0.1.5 where I rewrote the BS memory mapping based on my own RE efforts. Also some graphical corruption has been found when using the &#8220;Run previous game&#8221; feature (Start button). I expect to make a bug fix \/ minor release addressing these issues (possibly others) in a couple of weeks.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So I&#8217;ve been getting a lot of questions pertaining to current progress, understandably. \ud83d\ude09 SuperFX is still crawling along, I&#8217;ve gotten a basic CPU core control unit and partial instruction decoder to work which can run test code in simulation fine, albeit limited. But it doesn&#8217;t deal with the different memory delays, stalling and parallelism yet; also the SNES interface, plot logic and other supplementary stuff are still missing. The SuperFX uses pipelining which is a thing I haven&#8217;t fully&#8230;<\/p>\n<p class=\"read-more\"><a class=\"btn btn-default\" href=\"https:\/\/sd2snes.de\/blog\/archives\/312\"> Read More<span class=\"screen-reader-text\">  Read More<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-312","post","type-post","status-publish","format-standard","hentry","category-sd2snes"],"_links":{"self":[{"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/posts\/312","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/comments?post=312"}],"version-history":[{"count":2,"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/posts\/312\/revisions"}],"predecessor-version":[{"id":314,"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/posts\/312\/revisions\/314"}],"wp:attachment":[{"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/media?parent=312"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/categories?post=312"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sd2snes.de\/blog\/wp-json\/wp\/v2\/tags?post=312"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}