Search found 1231 matches
- Fri Sep 30, 2005 12:59 pm
- Forum: NESemdev
- Topic: 6502 Perfect Timing
- Replies: 3
- Views: 2959
6502 Perfect Timing
Just a quick word about the 6502' interrupts. If an interrupt happens during an opcode (lets say cycle 3 of 6 ASL ZPX) is the opcode finished before the interrupt is executed? Also apparently the BRK opcode's breakpoint is ignored if the occurs, doe anyone have any more information regarding this?
- Wed Sep 28, 2005 7:27 am
- Forum: NESemdev
- Topic: MMC1 Array
- Replies: 13
- Views: 7551
Thanks, just to confirm; 1st Write = 1 2nd Write = 1 3rd Write = 1 4th Write = 0 5th Write = 1 Would mean: MSB-10111-LSB? You see the trouble that I am having is on Zelda. It writes a 7 then a 5 to register 3. The first write is ok but on the second switch I get the illegal opcode error. Does Zelda ...
- Wed Sep 28, 2005 6:50 am
- Forum: NESemdev
- Topic: battletoads (single screen)
- Replies: 18
- Views: 9500
- Wed Sep 28, 2005 4:01 am
- Forum: NESemdev
- Topic: battletoads (single screen)
- Replies: 18
- Views: 9500
- Wed Sep 28, 2005 3:59 am
- Forum: NESemdev
- Topic: MMC1 Array
- Replies: 13
- Views: 7551
MMC1 Array
How is data entered into the 5-bit array?
Like this:
1st Write == 1
00001 <-- LSB
or:
1st Write == 1
--> MSB 10000
Also is the LSB of the data written the actual value that goes into the array? Or is it if the data is equal to anything other than 0?
Like this:
1st Write == 1
00001 <-- LSB
or:
1st Write == 1
--> MSB 10000
Also is the LSB of the data written the actual value that goes into the array? Or is it if the data is equal to anything other than 0?
After doing some testing, FCE Ultra is the only emulator that seems to get an ok from NEStress, even though there seems to be no issues with other emulators and their hit detection (i.e. games that use it play just fine). Let's just clarify one thing. If a sprite's pixel (i.e. 1-3 in the palette ind...
Sprite #0
I am finding it hard to get my Sprite #0 hit detection to work. Here are the circumstances that I set bit 6 of 2002 under; if( Sprite == 0 && Pixel != Transparent ) SetFlag; If the collision is behind the background then I have no problem. But if the sprite is in the foreground (like the 2nd...
- Sun Sep 25, 2005 11:13 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
Thanks for letting me know. For the time being i'll stick with my scanline engine, just so I can play some of the more basic ROMs. But in the future I will write an accurate PPU renderer. The real point that I am making is that I never intended to make my NES emulator 100% accurate, I just did it fo...
- Sun Sep 25, 2005 10:58 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
- Sun Sep 25, 2005 10:40 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
WedNESday can do both vertical and horizontal scrolling including split screen scrolling no problem. Also, WedNESday ignores the PPU documents (341 ppu cc etc.) and just renders the scanline normally (i.e. it just fetches 1 tile every 8 pixels and renders it). I know that some of you may think that ...
- Sun Sep 25, 2005 10:23 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
- Sat Sep 24, 2005 10:44 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
- Fri Sep 23, 2005 2:49 pm
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298