Search found 26 matches
- Wed Dec 22, 2010 8:49 am
- Forum: General Stuff
- Topic: Does anyone here read Chinese?
- Replies: 30
- Views: 9212
- Mon Sep 20, 2010 4:27 pm
- Forum: General Stuff
- Topic: visual 6502 simulator
- Replies: 9
- Views: 6293
- Wed Sep 08, 2010 3:54 am
- Forum: NESemdev
- Topic: A little help with Blargg's nes_instr_test?
- Replies: 29
- Views: 23441
Re: weirdness
the problem, in my case, seems to be the undocumented instructions.NESICIDE wrote:
You can see here they execute code from $3A0, also:
- Tue Sep 07, 2010 5:34 pm
- Forum: NESemdev
- Topic: A little help with Blargg's nes_instr_test?
- Replies: 29
- Views: 23441
Re: weirdness
okay, I feel like an idiot for not realizingNESICIDE wrote:The singles ROMs test undocumented instructions also, not just official instructions.sahib wrote: if not, this indicates a pretty serious flaw in my CPU implementation...
weee!
- Tue Sep 07, 2010 4:36 pm
- Forum: General Stuff
- Topic: Gfx library for Visual C++ 2010?
- Replies: 7
- Views: 4007
- Tue Sep 07, 2010 4:34 pm
- Forum: General Stuff
- Topic: Jumping over the flagpole
- Replies: 18
- Views: 6635
- Tue Sep 07, 2010 4:21 pm
- Forum: NESemdev
- Topic: A little help with Blargg's nes_instr_test?
- Replies: 29
- Views: 23441
weirdness
hiya, hijacking this thread a bit, since it wouldn't make much sense creating a new one. If I run blarggs' instr_test-v2/official.nes I pass all tests successfully, however, whenever I run the stand-alone ROMs (with a few exceptions) my CPU goes in to an invalid state when the program jumps to 0x03A...
- Mon Sep 06, 2010 5:57 pm
- Forum: General Stuff
- Topic: Jumping over the flagpole
- Replies: 18
- Views: 6635
- Wed May 05, 2010 2:43 am
- Forum: NESemdev
- Topic: vertical scrolling issues in MMC1 games
- Replies: 4
- Views: 2562
ah, sorry to have been wasting your time. I found the error. In my drawing code there was an error when selecting which nametable to draw from, but it was a special state which didn't get triggered very often and it wasn't very obvious to me at first glance. it's weird, sometimes all you need to do ...
- Tue May 04, 2010 7:13 am
- Forum: NESemdev
- Topic: vertical scrolling issues in MMC1 games
- Replies: 4
- Views: 2562
- Tue May 04, 2010 7:01 am
- Forum: NESemdev
- Topic: vertical scrolling issues in MMC1 games
- Replies: 4
- Views: 2562
vertical scrolling issues in MMC1 games
For some reason, one of the nametables gets filled with the wrong data when I'm scrolling vertically in MMC1 games. I know, the first step is to check whether the mirroring gets updated properly, and as far as I know it does. Mirroring is only set on the fifth write to $8000-9FFF, right? it should b...
- Fri Apr 30, 2010 10:11 am
- Forum: NESemdev
- Topic: MMC1 questions
- Replies: 16
- Views: 5741
There is absolutely no use of this on the MMC1 because you can select which pattern table is used via $2000 anyway... but yet it's just because Nintendo decided to tie A12 on the cart to the MMC1 instead to directly the PPU A12 line. Are there any ROMs you know of that uses MMC1 instead of manipula...
- Thu Apr 29, 2010 11:03 pm
- Forum: NESemdev
- Topic: Relative addressing & Branches, signed as two's compleme
- Replies: 14
- Views: 11828
- Thu Apr 29, 2010 6:16 pm
- Forum: NESemdev
- Topic: Relative addressing & Branches, signed as two's compleme
- Replies: 14
- Views: 11828
In two's complement, the high bit of an octet has a weight of -128 (the others have the same as in unsigned). So doing (n-0x100) when the high bit of n is set is just a roundabout way of giving the high bit a weight of -128. seemed like a good idea at the time™. of course you could use a signed cha...
- Thu Apr 29, 2010 5:25 pm
- Forum: NESemdev
- Topic: Relative addressing & Branches, signed as two's compleme
- Replies: 14
- Views: 11828