Search found 17 matches
- Mon Jun 04, 2018 10:18 am
- Forum: NESemdev
- Topic: Working on my first emulator, things aren't working right
- Replies: 6
- Views: 6840
Re: Working on my first emulator, things aren't working righ
You need to start execution at $FFFC, not $8000. In other words, the value stored at $FFFC tells you where to set your program counter to start execution. See http://wiki.nesdev.com/w/index.php/CPU_memory_map.
- Sat Nov 12, 2016 3:08 pm
- Forum: NESemdev
- Topic: Streemerz Audio Emulation Problems
- Replies: 3
- Views: 2073
Re: Streemerz Audio Emulation Problems
OK problem solved! In my case there was no issue with the illegal instructions or clocking the sweep registers etc. I was setting the pulse channel's timer period incorrectly when writing to $4002/$4006 and $4003/$4007. I had thought that the period should be set based on the current value of both s...
- Sat Nov 12, 2016 2:08 am
- Forum: NESemdev
- Topic: APU Noise Channel Period Table
- Replies: 2
- Views: 2013
Re: APU Noise Channel Period Table
Great, thanks for the quick reply!
- Sat Nov 12, 2016 2:08 am
- Forum: NESemdev
- Topic: Streemerz Audio Emulation Problems
- Replies: 3
- Views: 2073
Streemerz Audio Emulation Problems
Streemerz apparently relies on some tricky APU emulation, as it claims "Sound problems may occur on old/inaccurate emulators, avoid them if you can." https://www.fauxgame.com/ On the title screen I hear some intermittent loud high-pitched screeching, so I'm wandering what sort of trickery ...
- Fri Nov 11, 2016 9:45 pm
- Forum: NESemdev
- Topic: APU Noise Channel Period Table
- Replies: 2
- Views: 2013
APU Noise Channel Period Table
The wiki page for the APU noise channel has a "timer period" table (bits 0 - 3 of $400E): http://wiki.nesdev.com/w/index.php/APU_Noise Do the values in this table indicate the period for the associated timer, or the period reload value for the timer divider, as defined here: http://wiki.ne...
- Sun Dec 06, 2015 9:07 pm
- Forum: NESdev
- Topic: brk instructions
- Replies: 12
- Views: 5480
Re: brk instructions
Bionic Commando uses the BRK instruction - this happens after destroying the "Main System" at the end of the first level.
- Mon Oct 12, 2015 12:15 pm
- Forum: NESemdev
- Topic: Games that use unofficial opcodes
- Replies: 25
- Views: 9365
Re: Games that use unofficial opcodes
Chester Field uses implied NOP $1A at $C97A (when you jump).
- Mon Sep 07, 2015 5:58 pm
- Forum: NESemdev
- Topic: Cowboy Kid - Black Tiles
- Replies: 7
- Views: 3904
Re: Cowboy Kid - Black Tiles
After some investigation, I found that the game tries to write to the pattern tables, even though it has no CHR-RAM. I was allowing the writes, which caused the CHR-ROM bank to be corrupted. I found a couple of other games that do this as well: - Baseball Stars 2 - Empire Strikes Back - Fantasy Zone...
- Mon Sep 07, 2015 10:59 am
- Forum: NESemdev
- Topic: Cowboy Kid - Black Tiles
- Replies: 7
- Views: 3904
Re: Cowboy Kid - Black Tiles
Yes, I believe so. Though in this case it wouldn't matter, since Cowboy Kid has 256 1K CHR-ROM banks so there is no way it could ask for a bank value out of range. It's strange that no other games out of the hundreds I've tried exhibit similar behavior - it's just this one game, which is what makes ...
- Sun Sep 06, 2015 8:00 pm
- Forum: NESemdev
- Topic: Cowboy Kid - Black Tiles
- Replies: 7
- Views: 3904
Cowboy Kid - Black Tiles
I'm having some trouble getting Cowboy Kid to work properly with my emulator. Whenever you're "outside", many of the background tiles appear to be black! However, when you go into a building, the background renders properly (see attached images). It appears to be a mapper 4 game. My emulat...
- Sun Jun 21, 2015 5:46 pm
- Forum: NESemdev
- Topic: Games that use unofficial opcodes
- Replies: 25
- Views: 9365
Re: Games that use unofficial opcodes
Ninja JaJaMaru-kun uses $04 (NOP). This happens when you touch an enemy.
- Thu May 14, 2015 4:00 pm
- Forum: NESemdev
- Topic: Games that use unofficial opcodes
- Replies: 25
- Views: 9365
Re: Games that use unofficial opcodes
Yes.rainwarrior wrote:
What does "bypassing" an opcode mean? Do you mean treating it as a 1-byte NOP instead?
- Wed May 13, 2015 6:18 pm
- Forum: NESemdev
- Topic: Games that use unofficial opcodes
- Replies: 25
- Views: 9365
Re: Games that use unofficial opcodes
The Action 52 games "Alfredo" and "Jigsaw" both crash because they have $7C (3 byte NOP) at $AE96. Emulating as a 3 byte NOP causes both to go into an infinite loop, and the games never load. Simply bypassing the opcode (and subsequent unofficial opcodes) allows the games to boot...
- Sun Apr 19, 2015 6:14 pm
- Forum: NESemdev
- Topic: Games that use unofficial opcodes
- Replies: 25
- Views: 9365
Re: Games that use unofficial opcodes
Oops - my apologies - Turns out I had bad dumps of both Rollergames and Bart Vs. The World. There is no unofficial opcode use in either.thefox wrote:Couldn't reproduce either one of those.
- Sun Apr 19, 2015 3:16 pm
- Forum: NESemdev
- Topic: Games that use unofficial opcodes
- Replies: 25
- Views: 9365
Re: Games that use unofficial opcodes
...and The Simpsons: Bart vs The World uses $0B (ANC) at $F126. You can see this happen on the China boat level, when Bart throws his ball.