boutell Posted February 26, 2007 Share Posted February 26, 2007 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! Quote Link to comment Share on other sites More sharing options...
djmips Posted February 26, 2007 Share Posted February 26, 2007 You can disassemble bins and modify them to work with the Supercharger. In your own code. ORG $FFF8 .word 0 ; for supercharger .word 0 ; nmi vector .word START ; start vector .word START ; brk vector Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 27, 2007 Share Posted February 27, 2007 Yup...$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). Quote Link to comment Share on other sites More sharing options...
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