Search found 355 matches
- Sun Jul 10, 2005 4:40 pm
- Forum: NESemdev
- Topic: dmc/dma questions
- Replies: 3
- Views: 4240
dmc/dma questions
1: Simple question first. After writing to 0x4010 (or 0x400e for that matter), will the next action start rightaway, or will it wait a few cycles, specified in the lsb's, before doing the next action ? 2: Let's say that a sprite DMA transfer starts at (relative) CPU cycle 0, and it ends at cycle 512...
- Sat Jul 09, 2005 7:01 am
- Forum: NESemdev
- Topic: confirmation on real NES
- Replies: 7
- Views: 5503
This is confirmed to happen on the real hardware - modifications to the fine X-scroll value (bottom 3 bits of first write to $2005) take effect immediately while coarse scroll (upper 5 bits of first write to $2005) are only applied at the beginning of each scanline. That's a pity, in a way. It also...
- Sun Jul 03, 2005 8:05 pm
- Forum: NESemdev
- Topic: confirmation on real NES
- Replies: 7
- Views: 5503
confirmation on real NES
Could anyone test this on a real NES, to confirm the glitchy behaviour ? I've tested these glitches with several emulators. Perhaps others could post specific game glitches that look like emulator glitches too. 1: Rad Racer: when you go off the road, some scanlines will shift, causing parts of the r...
- Sat Jul 02, 2005 7:05 am
- Forum: NESemdev
- Topic: A new NTSC palette generator
- Replies: 30
- Views: 35138
R-Y: 112° ´ 0.83, G-Y: 252° ´ 0.3 (B-Y: 0° ´ 1) This would translate into the following decoder matrix: R = Y + 1.539*V - 0.622*U G = Y - 0.571*V - 0.185*U B = Y + 0.000*V + 2.000*U How did you get those values from those angles ? When I don't understand something, I just do trial-and-error, and th...
cpu speed
The NES cpu runs at (236250000/11)/12 hz, that is 1789772.7272727272hz. NTSC refresh rate is 60/1.001 hz, that is 59.94005994005994005994005994005994hz. 3 PPU cycles take 1 CPU cycle, there are 341 PPU cycles in one scanline, and 262 scanlines in one frame. Now, if I calculate the NES cpu speed, bas...
- Wed Jun 15, 2005 5:10 pm
- Forum: NESemdev
- Topic: CCovell Stretch demo
- Replies: 2
- Views: 3354
Hmm, it updates the ppu address mid-scanline. I was filling the background scanline buffer using the x tile offset from the ppu address, and that's why this demo didn't look messy in my emulator. But, it's plain wrong handling it that way, so I've fixed it and it looks alright now (meaning: lots of ...
- Wed Jun 15, 2005 11:43 am
- Forum: NESemdev
- Topic: CCovell Stretch demo
- Replies: 2
- Views: 3354
CCovell Stretch demo
http://nesdev.com/Stretch.zip
What causes emulators to show garbage inside and to the right of the wave ?
... cause mine doesn't, it shows black lines instead, and I think that's a bad thing :p
What causes emulators to show garbage inside and to the right of the wave ?
... cause mine doesn't, it shows black lines instead, and I think that's a bad thing :p
- Fri Jun 10, 2005 3:34 am
- Forum: NESemdev
- Topic: spr piexel priority
- Replies: 8
- Views: 5862
- Tue Jun 07, 2005 5:05 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
I've implemented this feature in an emulator of mine, not NES though. And I must say that the result is indeed awesome. Before implementing it, I thought it would be an unnecessary feature, but I've changed my mind now. It's very handy (and cool ;p ) to use it, especially in action games where you'd...
Why not let the iNES header battery bit decide whether you enable SRAM or not ? I mean for mappers that normally don't use WRAM. Jagasian: rewinding like in Prince of Persia would be very cool indeed, but I think the NES is too complex for that to implement easily. An array of savestates made each s...
- Thu Jun 02, 2005 3:44 am
- Forum: NESemdev
- Topic: Death Race - Mapper Issue?
- Replies: 3
- Views: 4282