+llabnip Posted August 14 Share Posted August 14 This stated here where I had some confusion on the config vars for JLP use: 1 hour ago, mr_me said: Ideally, jlp ram and jlp acceleration activation should be separated. That's because it's possible for a game on a jlp cartridge to to use it's ram but not the hardware acceleration functions. Since such a game could possibly run on cartridges and emulators that don't support jlp hardware acceleration, your work around is reasonable. Okay... I almost get it... According to @intvnut, he documented the following uses of the flags here on the forums: ; To enable JLP accelerators and RAM only CFG_VAR "jlp" = 1 ; ; To enable JLP accelerators and flash save area CFG_VAR "jlp" = 3 CFG_VAR "jlp_flash" = 4 ; change 4 to however many 1.5K byte flash sectors you need But it goes a bit more in-depth in the Locutus guide in the cfg vars section: As near as I can tell, you always get RAM support with Acceleration support but there are clearly games that utilize RAM and not acceleration functions.. And for A-F, I see jlp=1 which shouldn't allow flash support but it clearly uses it (and has jlpflash = 16 ... notice the missing underscore). Right now, with Nintellivision, I treat jlp=1 and jlp=3 as basically the same (Acceleration enabled and RAM enabled) and look to either jlpflash or jlp_flash as the indicator for flash support. I've also noticed that most of the jlp_flash/jlpflash settings are just some default value... I see jlpflash=100 for TNT Cowboy but it never appears to erase/write past 32K (and it only appears to be using a fraction of that for save data). Is there a better table explaining jlp values vs jlp_flash/jlpflash values? I looked at the JLP Programmers View pdf which is great technical information but didn't go into more detail on the config vars. 1 Quote Link to comment Share on other sites More sharing options...
+llabnip Posted August 14 Author Share Posted August 14 @mr_me provides this documentation from jzintv which is rather more concrete and doesn't tie Accelerator Functions to RAM. http://spatula-city.org/~im14u2c/intv/jzintv/doc/utilities/as1600.txt The jlp_accel value (aka. jlp) takes on one of 4 values: 0 JLP disabled 1 JLP accelerators enabled at reset, no JLP flash 2 JLP accelerators disabled at reset, JLP flash storage present 3 JLP accelerators enabled at reset, JLP flash storage present For jlp_accel >= 2, the jlp_flash value should be non-zero. If missing, it will take on a minimum value of 4. If set to 0, jlp_flash support will be disabled. I still see games that use jlp=1 and then define jlp_flash (in the case of A-F, they typo it to jlpflash and although the game does use JLP Flash, proper interpretation would disable it). I also see games that use a minimum flash size of 64h (=100d) which must be some kind of default for some toolset. I'm almost to the point of ignoring it... this is 150K of storage which is fine for a PC but takes time on an embedded emulator on the DS - and when I look at what actually gets written, it's often just a dozen bytes or so. Quote Link to comment Share on other sites More sharing options...
mr_me Posted August 18 Share Posted August 18 On 8/14/2023 at 11:52 AM, llabnip said: ...And for A-F, I see jlp=1 which shouldn't allow flash support but it clearly uses it (and has jlpflash = 16 ... notice the missing underscore). Right now, with Nintellivision, I treat jlp=1 and jlp=3 as basically the same (Acceleration enabled and RAM enabled) and look to either jlpflash or jlp_flash as the indicator for flash support. ... Looks like bin2luigi does the same thing, and I presume Jzintv as well. The following is from the luigi documentation. "bin2luigi upgrades jlp_accel = 1; jlp_flash > 0 to jlp_accel = 3 when encoding a LUIGI." 2 Quote Link to comment Share on other sites More sharing options...
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