>Wow, this new SNES9X is good!  It almost convinced me not to do my own!

Yeah except they're a bunch of jerkoffs, so... (wait, I didn't say that...
hehe)

>-What DOC should I look at to gain an understanding of how SNES graphics
>works?  Or does that type of doc not exist either?

Well, there are a bunch of shitty mini-docs. But no, JT and Snax and I are
all going to do that one as well, I don't know much right now, I'm more a
guts guy...

>oohhhh wait a minute now... I got GetRight now, so my 14.4 doesn't
>matter... :) whats this IP you're talking about?  Oh and does it still
>compile DOS proggies?

Umm... I'll give you a L/P when it's up. No, it don't compile DOS no more...
just 32-bit command-line Win32 apps... hehe.

>huh?  Okay...um... lets just suppose I'm writing a SNES emulator.  Now
>if I was writing this emulator I would want to know how to act like a
>NTSC SNES or a PAL SNES, ok?  How does the GAME (eg. The Super Mario
>Allstars PAL version) tell that when it is running on a NTSC SNES, so
>that it can crash itself with the message about it not being designed
>for the NTSC SNES?

Odds on says that message came from the emulator... or else there's code to
run inside a cartridge that gives out that message and the emu just called
it.

>I meant it's weird how the header is not part of the copier format, but
>it's actually part of the ROM at some arbitrary place in the middle of
>it.

Not arbitrary, it's always in the same place.

>I just have trouble visualizing how you would use the debugger for a
>program with multiple threads running at once..

Easy, debug one thread at a time, or when you hit advance they all go one
step - not too hard really.

    - Jason aka Duncanthrax@hotmail.com
