Search found 102 matches

by coto
Fri Sep 29, 2023 9:19 pm
Forum: NESdev
Topic: Graphical glitches on the Everdrive
Replies: 68
Views: 72669

Re: Graphical glitches on the Everdrive

If you have no idea, you should ask to people who actually knows about hardware design then, and I do. Not so much about NES. But I do. As for what I said before, that still applies here. Coto, you don't know anything. You're spewing nonsense, claiming expertise, but are instead providing irrelevan...
by coto
Fri Sep 29, 2023 7:54 pm
Forum: NESdev
Topic: Graphical glitches on the Everdrive
Replies: 68
Views: 72669

Re: Graphical glitches on the Everdrive

Everything you quoted there isn't hypothesis, though; it's fact about how the NES hardware is structured. We also have software that proves that certain values on the CPU data bus trigger the corruption, and it has been demonstrated on many consoles with many cartridges that merely putting resistor...
by coto
Fri Sep 29, 2023 7:10 pm
Forum: NESdev
Topic: Graphical glitches on the Everdrive
Replies: 68
Views: 72669

Re: Graphical glitches on the Everdrive

coto: What you're describing doesn't really make sense in the context of NES. The OAM DRAM is inside the PPU and refreshed as a consequence of OAM evaluation during rendering; as long as rendering is enabled, OAM is refreshed sufficiently often by the PPU itself to avoid decay, and the CPU has no i...
by coto
Fri Sep 29, 2023 9:54 am
Forum: NESdev
Topic: Graphical glitches on the Everdrive
Replies: 68
Views: 72669

Re: Graphical glitches on the Everdrive

I have no experience with NES other than NesDS, but given Nintendo added rudimentary HDMA on the SNES, and then fixed the HDMA design on the GBA by allowing writes of VRAM, OAM, and Palette RAM Access ONLY during HBlank and VBlank, then i'd say OAM is being corrupted because of external interrupt (o...
by coto
Sat Sep 23, 2023 4:17 pm
Forum: NESdev
Topic: Reusing zero page in cc65
Replies: 35
Views: 4849

Re: Reusing zero page in cc65

RJM, I would like to apologize for actively and very intentionally wasting your time. I want to make amends for the fact that I very obviously and maliciously suggested a concept, on a whim, based on behaviors I've seen in other compilers for the C programming language, for you to try in whatever p...
by coto
Sat Sep 23, 2023 8:04 am
Forum: NESdev
Topic: Reusing zero page in cc65
Replies: 35
Views: 4849

Re: Reusing zero page in cc65

I'm sorry if I have been too harsh. Yes, I have a tendency of doing this. How would be the best way to react here? For a better understanding, let me summarize the situation again: I mentioned twice that the poster's solution doesn't work at all. But the poster justifies it with the following state...
by coto
Thu Sep 14, 2023 8:53 am
Forum: 2023 NESdev Competition
Topic: Rodent-Eating Serpent
Replies: 2
Views: 1597

Re: Rodent-Eating Serpent

now this is what i'm talking about.

development!
by coto
Sat Sep 09, 2023 10:12 pm
Forum: NESdev
Topic: Reusing zero page in cc65
Replies: 35
Views: 4849

Re: Reusing zero page in cc65

Don't mean to belabor the point but I've steered clear of online social spaces and tinkered away silently on projects for these exact reasons. I'd like to not do that for a change but if a mere suggestion is taken as lore in need of outright dismissal, then I have nothing to contribute to conversat...
by coto
Thu Sep 07, 2023 12:40 pm
Forum: NESemdev
Topic: CPU emulation method?
Replies: 16
Views: 3267

Re: CPU emulation method?

Okay so think of this lda #$34 sta $00 lda #$87 sta $01 This is put pointer $8734 at word $00. This will forever be put pointer $8734 at word $00. I only have to analyze this once to determine that, then the next time I come across this signature, I have already determined what this translates to a...
by coto
Thu Sep 07, 2023 7:11 am
Forum: NESemdev
Topic: CPU emulation method?
Replies: 16
Views: 3267

Re: CPU emulation method?

Hopefully on topic but are there examples of dynarecs that save the results of their recompilation for subsequent runs of the same application? here you go edit: i'm not sure I understood well the question, but you may want to look at an hypervisor, which is machine-code compatible execution. It co...
by coto
Wed Sep 06, 2023 8:39 am
Forum: Other Retro Dev
Topic: Modern Examples of Tiling, Scrolling Hardware?
Replies: 18
Views: 2790

Re: Modern Examples of Tiling, Scrolling Hardware?

I was hoping the small sbc chips would have a proper text mode GPU but even those don't have them. Basically the FM Marty/Towns is the "last" high powered tilemap and sprite system with GBA/DS holding the line. And everything since has been bitmap or 3D based. The point being that we have...
by coto
Sun Aug 20, 2023 5:12 pm
Forum: General Stuff
Topic: Living without a personal smartphone
Replies: 69
Views: 31103

Re: Living without a personal smartphone

No. No it's not. There's a difference between what counter-culture represents as a societal function, and people who come together over nostalgia. Just because I mentioned 80s, does not mean the two are exclusively connected. I see your point. What..??? I don't think know you understand what counte...
by coto
Tue Aug 15, 2023 6:47 am
Forum: NESemdev
Topic: CPU emulation method?
Replies: 16
Views: 3267

Re: CPU emulation method?

I've read somewhere, sometime, about some kind of CPU emulation where the code is actually translated to something else (during runtime?), not native code, but to something else to help speed up the emulation I think.. Anyone know what I'm talking about? I am a bit curious about alternate emulation...
by coto
Thu Jul 27, 2023 8:48 pm
Forum: Newbie Help Center
Topic: Understanding APU Emulation
Replies: 11
Views: 2486

Re: Understanding APU Emulation

Individualised wrote: Thu Jul 27, 2023 7:41 pm I don't frequently talk here but everyone here seems nice and understanding.
Agreed. So far every post on this thread has been civil, unless I missed spambots trying to cause grief on purpose.
Gotta be careful of those!
by coto
Thu Jul 27, 2023 9:33 am
Forum: Newbie Help Center
Topic: Understanding APU Emulation
Replies: 11
Views: 2486

Re: Understanding APU Emulation

APU emulation is a 2-stage process: 1) normal CPU emulation (APU), which outputs synthesized (frequency x volume format) sine wave volume fragments into hardware Digital -> Analog converter. The latter usually implements circuitry consisting of a timed buffer copy into an output buffer later used by...