Search found 355 matches
- Sun Aug 07, 2005 2:32 am
- Forum: NES Music
- Topic: Zophar's NSF Section Is Down: WHY?
- Replies: 22
- Views: 19081
- Fri Aug 05, 2005 4:31 am
- Forum: NESdev
- Topic: MMC1 reg3 question
- Replies: 8
- Views: 7301
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...
- 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...
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, ...
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...
- 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...
- Sat Jul 30, 2005 2:31 am
- Forum: NESemdev
- Topic: Castlevania IIIe issues
- Replies: 38
- Views: 20736
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...
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 ...
- Fri Jul 29, 2005 9:39 am
- Forum: NESemdev
- Topic: AbsoluteY() Question
- Replies: 2
- Views: 2981
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...
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...