Search found 1231 matches

by WedNESday
Wed Oct 26, 2005 7:45 am
Forum: NESemdev
Topic: Power-Up Palette Values
Replies: 16
Views: 8349

Since we've already established that the palette contains different values on power-up, I still have to ask the same question again. If you leave the palette alone the screen will flash grey for a frame or two, which I think is best corrected by my first idea of filling the palette with 0x0F on a RO...
by WedNESday
Tue Oct 25, 2005 6:15 am
Forum: NESemdev
Topic: Power-Up Palette Values
Replies: 16
Views: 8349

Bregalad wrote:...all bits can be neither one or zero at power up.
Erm, doesn't that defy the rules of logic?
by WedNESday
Mon Oct 24, 2005 2:43 pm
Forum: NESemdev
Topic: sprite 0 (attn: disch)
Replies: 13
Views: 7548

tepples wrote:You only need to catch up the PPU on $2002 writes during those scanlines where $2002 is likely to change, such as those that contain sprite 0 and thosethat contain >= 8 sprites.
$2002 writes? Isn't $2002 read only?
by WedNESday
Sun Oct 23, 2005 10:50 am
Forum: NESemdev
Topic: Power-Up Palette Values
Replies: 16
Views: 8349

I don't believe that doing so would make the emulator inaccurate. Waiting for a game to write to Colour 0 would be inaccurate, but setting all Palette values to a black colour would not effect any games (or is highly unlikely). Why do you think it would be wrong?
by WedNESday
Sun Oct 23, 2005 3:15 am
Forum: NESemdev
Topic: Power-Up Palette Values
Replies: 16
Views: 8349

Power-Up Palette Values

Can we all agree that the best values to have in palette memory when a ROM is loaded is either $0D, $0E or $0F? That way the screen won't flash grey for the first frame or two. I know that all NES's had pre-set values and some say that different colours would flash up, so I think that for neutrality...
by WedNESday
Thu Oct 20, 2005 1:59 am
Forum: NESemdev
Topic: timing (again me...)
Replies: 4
Views: 4011

1 CPU cycle = 3 PPU Cycles, unless you are in PAL mode then it is 3.2 PPU Cycles. 85.3 Cpu Cycles per Scanline, 28 CPU Cycles for HBlank. Those figures are about accurate.
by WedNESday
Sat Oct 15, 2005 1:55 pm
Forum: NESemdev
Topic: Official Nintendo Emulator
Replies: 37
Views: 22198

I also had my own theory that CPU emulation would be handled by a very fast 65816 in 6502 emulation mode (or a small number of them). No doubt if we were to write off to an airline or hotel they would probably tell us to get stuffed if we requested a copy of the emulator (if one is used).
by WedNESday
Sat Oct 15, 2005 1:25 pm
Forum: NESemdev
Topic: Official Nintendo Emulator
Replies: 37
Views: 22198

Official Nintendo Emulator

Even flown to the U.S. from the UK or vice versa? If so then you may of been able to play a Super Nintendo game in-flight. Now every passenger had the ability to do this at the same time and I doubt VERY MUCH that the airplane had 250 Super Nintendo consoles tucked away somewhere each with it's own ...
by WedNESday
Tue Oct 11, 2005 3:23 pm
Forum: NESemdev
Topic: Questions
Replies: 1
Views: 2302

Questions

Here are some questions that I have. Thanks in advance for answering them. 1. Why is FCE Ultra so highly rated? It has a poor GUI and many bugs. For instance it can't run Clu Clu Land or Spy vs Spy, and they are basic NROM games. 2. Many emulators get a Dr. PC jr. pass in a PPU palette test in NEStr...
by WedNESday
Mon Oct 10, 2005 11:26 am
Forum: NESemdev
Topic: cpu V flag
Replies: 12
Views: 8472

Yeah yeah, whatever.
by WedNESday
Mon Oct 10, 2005 7:34 am
Forum: NESemdev
Topic: cpu V flag
Replies: 12
Views: 8472

Well isn't it? By now you should have phased out pathetically easy bugs like that.
by WedNESday
Mon Oct 10, 2005 4:54 am
Forum: NESemdev
Topic: cpu V flag
Replies: 12
Views: 8472

Here is how I do mine:

if( (char)Accumulator + (char)Data + Carry < -128 || (char)Accumulator + (char)Data + Carry > 127 )
SetOverflow

Btw this is rather a noob question and does not belong in this section.
by WedNESday
Sun Oct 09, 2005 2:06 am
Forum: NESemdev
Topic: NTSC/PAL PPU
Replies: 16
Views: 11461

Thanks, it's just that I heard it is better to include PAL support as you write your PPU code not include it after.

Since PAL renders 3.2 pixels, do you render an extra pixel every 5 CPU cc's?
by WedNESday
Sat Oct 08, 2005 3:47 pm
Forum: NESemdev
Topic: NTSC/PAL PPU
Replies: 16
Views: 11461

Disch wrote:3) 3.2 CPU cycles to every 1 PPU cycle on PAL... instead of 3 CPU cycles to 1 PPU cycle like on NTSC (this effectively makes a scanline 106.5625 CPU cycles long instead of 113.6666667)
lol. I think you mean 1 CPU cycle for every 3.2 PPU cycle on PAL.
by WedNESday
Sat Oct 08, 2005 2:51 pm
Forum: NESemdev
Topic: NTSC/PAL PPU
Replies: 16
Views: 11461

NTSC/PAL PPU

What PPU rendering differences are there between the PAL and NTSC 2C02? I ask this because Brad Taylor's NTSC 2C02 Technical Reference doesn't mention PAL.

I am aware of the following;

1. Different VBlank Time
2. 106/113 CC per Scanline
3. 3/3.2 Pixels rendered
4. 232/240 Scanlines

Anything else?