Search found 1231 matches
- Sat Dec 24, 2005 9:39 am
- Forum: NESemdev
- Topic: Any standardized savestate format?
- Replies: 24
- Views: 15156
Re: Any standardized savestate format?
Are there any standardized savestate formats to use, or does each emulator need to create its own custom incompatible proprietary format? I think that it would be easier for us all to stick to the our own savestate format for two reasons. First of all we can't even get a 16-byte ROM header right an...
- Wed Dec 21, 2005 10:24 am
- Forum: NESemdev
- Topic: cpu testing
- Replies: 20
- Views: 11828
It doesn't matter where it starts as it wraps anyway and all programmers are aware of that. The NES may set it to 0xFD on power-up/reset (I wasn't aware of that until now) but don't worry about it. Most emulators of the 6502 set it to 0xFF. Just make sure that your stack pointer is 8-bit and works s...
- Wed Dec 21, 2005 7:02 am
- Forum: NESemdev
- Topic: counters operation
- Replies: 2
- Views: 2265
When you prefetch the first tile you increment X (i.e. Address + 1) and the same goes for the second prefetch (don't forget to check for horizontal NT wrapping after each increment). Towards the end of the scanline you fetch the 3rd tile twice but this does not affect the counters. X equals whatever...
- Mon Dec 19, 2005 10:33 am
- Forum: NESemdev
- Topic: ppu wrap-around for the next cpu execution?
- Replies: 23
- Views: 10619
- Mon Dec 19, 2005 3:23 am
- Forum: NESemdev
- Topic: when to load counters from vram address??
- Replies: 1
- Views: 2038
- Mon Dec 19, 2005 3:13 am
- Forum: NESemdev
- Topic: ppu wrap-around for the next cpu execution?
- Replies: 23
- Views: 10619
Ok, I am not prepared to get into some petty argument so lets just stick to the matter in hand; 0...255: Render/Fetch 256: FineY 257: Reload Horizontal Scroll 304: if( DummyScanline ) Address = TempAddress 339/340: CC's = 0 Are these the correct times? Quietest said that I may be doing something wro...
- Mon Dec 19, 2005 3:08 am
- Forum: NESemdev
- Topic: Nestopia is Great !
- Replies: 13
- Views: 8472
- Sun Dec 18, 2005 1:38 pm
- Forum: NESemdev
- Topic: ppu wrap-around for the next cpu execution?
- Replies: 23
- Views: 10619
- Sun Dec 18, 2005 11:38 am
- Forum: NESemdev
- Topic: ppu wrap-around for the next cpu execution?
- Replies: 23
- Views: 10619
- Sun Dec 18, 2005 11:20 am
- Forum: NESemdev
- Topic: ppu wrap-around for the next cpu execution?
- Replies: 23
- Views: 10619
- Sun Dec 18, 2005 10:58 am
- Forum: NESemdev
- Topic: Nestopia is Great !
- Replies: 13
- Views: 8472
- Sun Dec 18, 2005 9:45 am
- Forum: NESemdev
- Topic: ppu wrap-around for the next cpu execution?
- Replies: 23
- Views: 10619
- Sun Dec 18, 2005 3:51 am
- Forum: NESemdev
- Topic: ppu wrap-around for the next cpu execution?
- Replies: 23
- Views: 10619
D'oh! Never mind...Quietust wrote:Your last case should be 340, not 341 (and 339 for the pre-render scanline, every other frame)
I changed my emulator so that at PPU CC 340 it wrapped but I still get very corrupt graphics.
Observe here;
http://www.geocities.com/legocentric/badminton.JPG
- Sat Dec 17, 2005 3:57 pm
- Forum: NESemdev
- Topic: ppu wrap-around for the next cpu execution?
- Replies: 23
- Views: 10619
An excellent question, one that I have been asking myself for a while now. The following, switch(PPU CC) { case x: fetch... break; case 341: PPU CC = 0; break; } ...causes massive graphical glitches. So far my emulator has no PPU wrapping and seems to work fine. But it seems that that is totally wro...
- Thu Dec 15, 2005 10:08 am
- Forum: NESemdev
- Topic: Incorrect Attribute Fetch
- Replies: 4
- Views: 4931