Search found 77 matches

by dreampeppers99
Fri May 31, 2013 1:12 pm
Forum: NESemdev
Topic: My one cent in PPU documentation
Replies: 6
Views: 5770

Re: My one cent in PPU documentation

Also, it seems like you were struggling on the attribute tables. Divide up a byte into bits like ddccbbaa, and the bits apply to the four 16x16 sections of a 32x32 region like this: AB CD aa means it's a 2-bit value (0-3) that determines which palette goes into A, aa is the lowest two bits of the b...
by dreampeppers99
Fri May 31, 2013 12:42 pm
Forum: NESemdev
Topic: My one cent in PPU documentation
Replies: 6
Views: 5770

Re: My one cent in PPU documentation

Right in the introduction: The tiles are stored in a ROM chip on the game cartridge 24% of all NES games used CHR RAM instead of ROM. Also, not all the bits exist for the 4 bytes of data in sprite ram, but that's just an unimportant nitpicky detail. The bits that do nothing can't even be read back....
by dreampeppers99
Fri May 31, 2013 12:09 pm
Forum: NESemdev
Topic: My one cent in PPU documentation
Replies: 6
Views: 5770

Re: My one cent in PPU documentation

lidnariq wrote:You might consider fixing all the links to nesdev.parodius, since it's gone and the content has been moved here.
Thanks ;> I also make it open to public to comment, if you find something wrong or something that could be written better just comment there.
by dreampeppers99
Fri May 31, 2013 12:00 pm
Forum: NESemdev
Topic: My one cent in PPU documentation
Replies: 6
Views: 5770

My one cent in PPU documentation

I started to code a NES emulator in Java a long time ago, but anyway I think my understanding (with lots of visual aid) can help some guy trying to grasp it. https://docs.google.com/document/d/1mLIbnKyXrYkLBGxV83oBb-vO0U48FQMkeGNTW4fspZQ/edit?usp=sharing PS: If you want to edit this document, please...
by dreampeppers99
Sat Jun 20, 2009 2:52 pm
Forum: NESemdev
Topic: The Loopy_V properties...
Replies: 2
Views: 2443

The Loopy_V properties...

I read nesdevwiki PPU Scrolling and loopy documents and I have implemented the behaviors... However I would like to understand how really works the loopy_v on scanline rendering.... I mean during the 256 pixels how can I deal with nametable address , attribute address? Imagine that we are rendering ...
by dreampeppers99
Tue Jun 16, 2009 9:33 am
Forum: NESemdev
Topic: Scrolling issues
Replies: 1
Views: 2010

Scrolling issues

http://www.uploadimagens.com/upload/c617ec9cb42c36fa6046120f78639ae8.jpg Another time the same title however now the things are more advanced (I guess)! See what mess is rendering when I'm running the F-8000 game... I set this mess to the scrolls logic... could be anything else? For my scanline (0-...
by dreampeppers99
Thu May 21, 2009 1:38 pm
Forum: NESemdev
Topic: cpu main loop
Replies: 28
Views: 17035

8) Thanks Disch #0 113,66667 114,00000 #1 227,33334 114,00000 #2 341,00001 113,00000 #3 454,66668 114,00000 #4 568,33335 114,00000 ... #18 2159,66673 114,00000 #19 2273,33340 114,00000 #20 2387,00007 113,00000 #21 2500,66674 114,00000 #22 2614,33341 114,00000 #23 2728,00008 113,00000 ... #28 3296,33...
by dreampeppers99
Thu May 21, 2009 11:48 am
Forum: NESemdev
Topic: cpu main loop
Replies: 28
Views: 17035

Now I'm confused

I'm using the Nintedulator and comparing the results of debugger... and in mine I've observed that my scanline numbers (I mean actual Scanline) are quite different from Nintendulator! Now I'm confused... I used to set 114 as absolute value... whe the cycle counter reaches 114 then I made the scanlin...
by dreampeppers99
Wed May 20, 2009 12:00 pm
Forum: NESemdev
Topic: cpu main loop
Replies: 28
Views: 17035

MottZilla wrote:Super Mario 1 won't appear to do anything (it'll look frozen) until you add Sprite 0 Hit flag emulation.
In my case could be that...
by dreampeppers99
Wed May 20, 2009 6:51 am
Forum: NESemdev
Topic: cpu main loop
Replies: 28
Views: 17035

So do whatever you have to do in your emulator to read input, use events, whatever, but feed the data to the NES only once per frame, and leave it that way until you update it the next frame. Thanks very much! Actually I just write return 1 to port! Question: I still don't have nothing about APU im...
by dreampeppers99
Wed May 20, 2009 5:58 am
Forum: NESemdev
Topic: cpu main loop
Replies: 28
Views: 17035

You might have it update the joystick on line 240 (the post-render scanline), just before the vblank interrupt. Should I do in each 240th line the Press and so after the second 240th line I Release the buttons? ( I was thinking in use the OpenGL events... however is faster (or opengl or my emulator...
by dreampeppers99
Wed May 20, 2009 5:09 am
Forum: NESemdev
Topic: cpu main loop
Replies: 28
Views: 17035

I divide my into three units. Emulator - contains the main loop, pause, run, stop function... (know cpu and ppu) Cpu - running only cpu code context.. Ppu - running only ppu functions... Each cpu.step() is responsable for execute and add the correct cycles to cycles counter. The same is with ppu.sca...
by dreampeppers99
Fri May 15, 2009 5:01 am
Forum: NESemdev
Topic: sprite prior
Replies: 6
Views: 3380

I already the basic and I'm reading now the skinny thanks :wink:
by dreampeppers99
Fri May 15, 2009 4:50 am
Forum: NESemdev
Topic: sprite prior
Replies: 6
Views: 3380

I already the basic and I'm reading now the skinny thanks :wink:
by dreampeppers99
Thu May 14, 2009 10:47 am
Forum: NESemdev
Topic: sprite prior
Replies: 6
Views: 3380

Thanks... I forget about the mountain.

Do you have the links to the subject "scrollings"? (the easier, the most complete)