Search found 69 matches

by Josh
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...
by Josh
Tue Mar 28, 2006 8:55 pm
Forum: NESemdev
Topic: Theoretical maximum speed for cycle-accurate NES emulation
Replies: 10
Views: 7239

Ah. You're using the sound buffer callback for timing. That makes sense, it's about the easiest way to do it on a Win32 platform. Well, I'm seeing from 90-95fps with throttling disabled. This is on a 1.8 GHz P4 @ 2.4 GHz.
by Josh
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 ...
by Josh
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...
by Josh
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...
by Josh
Tue Apr 26, 2005 10:00 pm
Forum: NESemdev
Topic: Mappers that Emulators forgot about
Replies: 9
Views: 7953

In my opinion, until a more coherent NES file format like UNIF is adopted, the best way to handle emulation of mappers is simply to use a big fucking CRC32 database containing data for all known dumps. Quite a few NES emulators already do this. That way, it doesn't matter if the ROM still has "...
by Josh
Mon Apr 25, 2005 12:02 am
Forum: NESemdev
Topic: Spy Hunter's Transitions
Replies: 7
Views: 5712

Does anyone have a list of other ROMs whose mirroring bits in GoodNES are incorrect? I'm planning on doing a database-based mapper detector in my emulator, and I don't want to run into these issues.
by Josh
Sun Apr 24, 2005 9:55 am
Forum: NESemdev
Topic: Spy Hunter's Transitions
Replies: 7
Views: 5712

Which emulators display this glitch? Does swapping the mirroring type have any effect (it's a CNROM title, so this should be hard wired).
by Josh
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...