Search found 355 matches

by hap
Sun Aug 07, 2005 2:32 am
Forum: NES Music
Topic: Zophar's NSF Section Is Down: WHY?
Replies: 22
Views: 19081

though not archiving game music, http://www.2a03.org is a nice nsf site (maybe it can be linked to from the main page ? )
by hap
Fri Aug 05, 2005 4:31 am
Forum: NESdev
Topic: MMC1 reg3 question
Replies: 8
Views: 7301

That's the WRAM protection bit, I don't think many games use it.
by hap
Thu Aug 04, 2005 4:34 pm
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

Kamen Rider Club (J): - disables nmi, reads 0x2002.7 (set at boot) - reads 0x2002.7 again (set at vblank) - initialize (banking and such) - while still in vblank: cpu prgbank3read ad: ef51(f51) data: a9 cpu prgbank3read ad: ef52(f52) data: c a9 LDA Immediate PC:ef51 A:c X:ff Y:f P:001B0100 ad:ef52 c...
by hap
Thu Aug 04, 2005 10:58 am
Forum: NESemdev
Topic: sprite address
Replies: 9
Views: 14916

sprite address

Does the sprite address (0x2003) change during rendering like the bg address (0x2006) ? I'm currently simply reading sprites from address 0 and up, that doesn't seem to cause problems, except for Akira (J). It locks up because it uses the sprite zero bit for its splitscreen effect. If I hack in a sp...
by hap
Thu Aug 04, 2005 10:44 am
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

blargg wrote:Reads of $2007 before 29657 put $00 into the internal buffer; at that time and after reads worked normally.
Kamen Rider Club (J) doesn't like that (locks up).

I've not encountered any problems yet with the NMI delay, or with 0x2002.7 being set at boot.
by hap
Mon Aug 01, 2005 7:21 am
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

At power-up, the VBL flag ($2002.7) was set on each of several test runs. On reset, the VBL flag was usually clear. It was next set and readable by the CPU 27386 clocks later (sometimes one clock earlier). This fixes Ironsword/Cobra Triangle, while not causing extra problems (eg. Downtown Special, ...
by hap
Sun Jul 31, 2005 2:13 pm
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

Problem solved. On powerup, I started at the dummy scanline right after vblank. Starting at vblank instead, fixed this frame IRQ bug. As I kinda suspected, this broke some other games (ppu statusregister being 0x80 on boot). Could it be something undocumented is happening ? Like the pending frame I...
by hap
Sun Jul 31, 2005 8:20 am
Forum: NESemdev
Topic: Some questions here..
Replies: 24
Views: 15253

APU emulation without actual sound output is not hard to get running. I think the wiki ( http://nesdev.com/wiki/?page=nesdevWiki )covers it well, plus blargg's new information a few threads back (thanks blargg). The problem historic hap above you is blabbing about will be fixed with DMC implementati...
by hap
Sat Jul 30, 2005 2:31 am
Forum: NESemdev
Topic: Castlevania IIIe issues
Replies: 38
Views: 20736

Thanks. Silly question: in your explanation, is the 1st cycle cycle 1 (1..341) or cycle 0 (0..340) ?
by hap
Fri Jul 29, 2005 2:03 pm
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

Interesting. But too bad for Stars SE: (pending frame IRQ) ... CLI LDA Immediate 0x07 something1 something2 something3 irq: RTI this translates as: CLI LDA.. RTI, RTI, RTI, RTI, etc. while this would fix Stars SE: CLI LDA.. RTI something1 RTI something2 RTI, etc. (Yeah, I know, kind of dumb to use S...
by hap
Fri Jul 29, 2005 9:49 am
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

Problem solved. On powerup, I started at the dummy scanline right after vblank. Starting at vblank instead, fixed this frame IRQ bug. Something I thought of while searching for the cause of this bug: If an IRQ is pending, and you do a CLI, or PLP or RTI that clears the 'I' flag, does the IRQ happen ...
by hap
Fri Jul 29, 2005 9:39 am
Forum: NESemdev
Topic: AbsoluteY() Question
Replies: 2
Views: 2981

Perhaps you have addressing modes mixed up in one or more opcodes.

Not counting illegal opcodes, 0x19, 0x39, 0x59, 0x79, 0x99, 0xb9, 0xbe, 0xd9, 0xf9 use the absY addressing mode.
by hap
Fri Jul 29, 2005 3:26 am
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

RAM set to 0 or 0xff has no effect on it (I have it set to 0xff). I saw wrong, my debugger is kind of confusing: the PLP gets 0x90, not 0 (the 0x90 is from a PHA a few instructions earlier, stupid game bug I guess). I'm almost certain the clearing of the 'I' flag is correct behaviour, and I've got a...
by hap
Thu Jul 28, 2005 12:56 pm
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

Yes, the frame IRQ happened when 0x4017 was 0 (1 frame after powerup). The IRQ line stays hot until it's acknowledged, right ? eg.: - pending frame irq and pending mapper irq - acknowledge mapper irq - don't acknowledge frame irq - rti - pending frame irq again (loop) Writing 0x80 to 0x4017 won't ac...
by hap
Thu Jul 28, 2005 11:59 am
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

I'm having a bit of trouble getting Ironsword (W&W2) and Cobra Triangle to run with frame IRQs enabled on boot. At boot, after 1 frame, the frame IRQ line is set, then it writes 0 to the frame sequencer, and one frame later, it writes 0x80 to it. It never acknowledges the frame IRQ. Ironsword lo...