I have finished developing a small utility ROM that displays the SGB ICD2 version number, SNES PPU1 and PPU2 versions.
It's very rough, intentionally displaying a lot of garbage. I've made it so it uses only the space games use for patching, as I'm not completely certain of the portability of other memory locations. This severely limited size and features.
This is the first step I'm making towards using the SGB to run SNES programs; the next step is uploading larger programs to SNES WRAM, and using the GB as a coprocessor (output can be forwarded from GB CHR RAM to the SNES; maybe a DMA setup could help?)
Also I just realized it should be possible to display the program on-screen, transfer a small loader stub (it looks like there are several places where the framebuffer is located, I'm not sure we can just JUMP), then execute the transferred code, which will probably "download" compressed code/data from the transmitted screen tiles, decompress to SNES WRAM, and go!
In theory this only allows programs up to the size of the SNES WRAM (and assuming no WRAM is used as data), but we have the GB, which can function as a coprocessor / slow data storage.
The most efficient IO from the GB to the SNES is simply its VRAM, and the SNES can send up to 4 bytes of joypad data to the GB at a time, kinda like the SPC; the Game Boy is also able to send command packets, but they have to be sent by slowly bitbanging serial, and nocash's docs imply only one packet can be read at a time, so I only see it as a possible side channel to "respond" to SNES commands, sending a SGB packet to notify data is ready to be read from the GB rendering.
Speaking of fullsnes, LIJI32 tested this ROM on his SGB2, and it reported "2111", so now we know the ICD2-N chip version is 0x21.
It's very rough, intentionally displaying a lot of garbage. I've made it so it uses only the space games use for patching, as I'm not completely certain of the portability of other memory locations. This severely limited size and features.
This is the first step I'm making towards using the SGB to run SNES programs; the next step is uploading larger programs to SNES WRAM, and using the GB as a coprocessor (output can be forwarded from GB CHR RAM to the SNES; maybe a DMA setup could help?)
Also I just realized it should be possible to display the program on-screen, transfer a small loader stub (it looks like there are several places where the framebuffer is located, I'm not sure we can just JUMP), then execute the transferred code, which will probably "download" compressed code/data from the transmitted screen tiles, decompress to SNES WRAM, and go!
In theory this only allows programs up to the size of the SNES WRAM (and assuming no WRAM is used as data), but we have the GB, which can function as a coprocessor / slow data storage.
The most efficient IO from the GB to the SNES is simply its VRAM, and the SNES can send up to 4 bytes of joypad data to the GB at a time, kinda like the SPC; the Game Boy is also able to send command packets, but they have to be sent by slowly bitbanging serial, and nocash's docs imply only one packet can be read at a time, so I only see it as a possible side channel to "respond" to SNES commands, sending a SGB packet to notify data is ready to be read from the GB rendering.
Speaking of fullsnes, LIJI32 tested this ROM on his SGB2, and it reported "2111", so now we know the ICD2-N chip version is 0x21.