Search found 69 matches
- Wed Mar 29, 2006 1:57 pm
- Forum: NESemdev
- Topic: cpu INX read cycle 3
- Replies: 3
- Views: 2474
On the first cycle, the opcode is read, and the program counter is incremented past it. (In an emulator, this will usually take place before the switch statement). Opcode = CPU_Read (CPU_PC.Word++); On the second cycle, the pointer address is read into a temporary register, and the program counter i...
- Tue Mar 28, 2006 8:55 pm
- Forum: NESemdev
- Topic: Theoretical maximum speed for cycle-accurate NES emulation
- Replies: 10
- Views: 7239
- Tue Mar 28, 2006 8:15 pm
- Forum: NESemdev
- Topic: Theoretical maximum speed for cycle-accurate NES emulation
- Replies: 10
- Views: 7239
Theoretical maximum speed for cycle-accurate NES emulation
The most accurate NES emulators execute one opcode at a time and also update the PPU/APU/MMC states at each clock cycle. Nintendulator falls into this category. (What, if any, other emulators do so?) I can't determine what Nintendulator's full speed is on my system, since I can't find any option to ...
- Sun Mar 12, 2006 9:52 pm
- Forum: NESemdev
- Topic: Handling branch opcodes in a cycle-based CPU core
- Replies: 2
- Views: 1754
Handling branch opcodes in a cycle-based CPU core
I'm currently in the process of writing a cycle-based 2A03 CPU core. The ViCE documentation ( http://www.nesdev.com/6502_cpu.txt ) is quite helpful, but the information contained there about branch opcodes is not all that clear. I know that some people here (Quietust and perhaps others) have written...
- Wed Mar 01, 2006 7:52 pm
- Forum: NESemdev
- Topic: Color emphasis effects on YIQ elements?
- Replies: 6
- Views: 3151
Color emphasis effects on YIQ elements?
When using a YIQ-based method to generate a NES palette, like this one by Blargg , what's the most accurate way to do color emphasis? Someone once posted a table of floating point constant factors for each of the 8 color emphasis values, which would be applied to the RGB values to make "emphasi...
- Tue Apr 26, 2005 10:00 pm
- Forum: NESemdev
- Topic: Mappers that Emulators forgot about
- Replies: 9
- Views: 7953
- Mon Apr 25, 2005 12:02 am
- Forum: NESemdev
- Topic: Spy Hunter's Transitions
- Replies: 7
- Views: 5712
- Sun Apr 24, 2005 9:55 am
- Forum: NESemdev
- Topic: Spy Hunter's Transitions
- Replies: 7
- Views: 5712
- Mon Apr 18, 2005 12:14 am
- Forum: NESemdev
- Topic: Some questions about nitpicky PPU details
- Replies: 1
- Views: 2865
Some questions about nitpicky PPU details
The existing PPU documentation is excellent, but there are a few minor aspects that I thought were somewhat unclear. (1) If the primary object has an X-coordinate in the range (0...7) and the OBJ clip or background clip features (or both) are enabled, will the primary object collision still take pla...