Search found 1231 matches
- Sat Oct 08, 2005 8:42 am
- Forum: NESemdev
- Topic: Sprite 0 Hit Test ROMs
- Replies: 10
- Views: 18972
- Thu Oct 06, 2005 11:07 am
- Forum: NESemdev
- Topic: Nestopia Update
- Replies: 14
- Views: 9851
- Thu Oct 06, 2005 10:48 am
- Forum: NESemdev
- Topic: Nestopia Update
- Replies: 14
- Views: 9851
Nestopia is so much faster now on my P3-450 then it used to be. I do have one concern though. FCE Ultra and Nestopia seem to run Super Mario Bros. differently from other emulators. The demo is fine but when you actually run the game, you only get one level that does not exist in the game and is all ...
Should I use that reference or this one http://www.nesworld.com/dev/ntscpput.txthap wrote:A lot. Did you read Brad Taylor's NTSC 2C02 technical reference ? If you didn't yet, now's the time. It explains what the PPU cycles 'do'.
A pixel is not rendered on every PPU cycle. There are 341 PPU cycles per scanline... but only the first 256 of those cycles render pixels. The other cycles do other things. I know about that. 256 Pixels are rendered and the rest of the CPU time is HBlank (about 28.3 cc's). What do the remaining PPU...
Ok, I am going to implement my afforementioned method of rendering, i.e. execute a full CPU instruction, followed by rendering 3 pixels etc. Draw (Instruction Time - 1) * 3 Pixels Execute Instruction Draw 3 Pixels (Remaining Cycle) With this method am I guarenteed to have an accurate CPU/PPU/APU rel...
Ok, I want to implement some form of accurate timing on my emulator. However, I don't want to rewrite my CPU for cycle for cycle timing. Can I do it this way. Opcode == 0xA9 (LDA Immediate) Do Operation... Clock Cycles = Clock Cycles + 2; DrawPixel( NumberofPixels ) (NumberofPixels == 2 * 3) { ... }...
I know that people say the you should not trust NEStress and all that. One emulator DOES actually pass the test in NEStress and that is FCE Ultra. So it is possible to get a pass. WedNESday does not process graphics in the way that you have described. Here is how it works for WedNESday; (Scanline fo...
- Sun Oct 02, 2005 9:00 am
- Forum: NESemdev
- Topic: MMC1 Array
- Replies: 13
- Views: 7551
- Sun Oct 02, 2005 8:16 am
- Forum: NESemdev
- Topic: MMC1 Array
- Replies: 13
- Views: 7551
- Sun Oct 02, 2005 7:45 am
- Forum: NESemdev
- Topic: MMC1 Array
- Replies: 13
- Views: 7551
- Sat Oct 01, 2005 3:03 pm
- Forum: NESemdev
- Topic: battletoads (single screen)
- Replies: 18
- Views: 9500
- Sat Oct 01, 2005 9:06 am
- Forum: NESemdev
- Topic: battletoads (single screen)
- Replies: 18
- Views: 9500
Since a real NES can run all games using the same engine, a good emulator will do also. Leave the number of VBlank scanlines at 20 as this is correct. Making your emulator custom for certain games is what very old (and therefore crappy emulators used to do). Never introduce hacks for games, if it do...
- Fri Sep 30, 2005 2:54 pm
- Forum: NESemdev
- Topic: 6502 Perfect Timing
- Replies: 3
- Views: 2959