Search found 433 matches

by AWJ
Wed May 31, 2017 4:57 pm
Forum: NESemdev
Topic: VRC2/4 test program WIP
Replies: 21
Views: 31725

Re: VRC2/4 test program WIP

Nice work, looks to be quite a nice test rom! Does it check CHR-ROM bank size of 2KB with VRCIIa compared to 1KB of VRCIIb/c? Is that what the CHR A10 test is denoting? The bank size is the same (eight banks of 1KB) but the bank numbers are effectively right-shifted 1 place, so you have to write n ...
by AWJ
Wed May 31, 2017 4:14 pm
Forum: NESemdev
Topic: VRC2/4 test program WIP
Replies: 21
Views: 31725

VRC2/4 test program WIP

The following are WIP screenshots of a VRC2/4 test program. All three screenshots are the exact same ROM with different iNES headers, running in FCEUX current SVN (r3372). vrctest21-0.png vrctest22-0.png vrctest4-0.png Briefly, the test program probes the connections of pins 3, 4 and 21 by writing v...
by AWJ
Tue May 30, 2017 4:08 pm
Forum: GBDev
Topic: 0xCB Instructions and Timer/Interruptions
Replies: 8
Views: 4240

Re: 0xCB Instructions and Timer/Interruptions

Hi, I can't seem to find information regarding how 0xCB instructions are handled by the CPU when it comes to the Timer and Interruptions. Meaning, is the 0xCB read as an instruction and then handles things etc, then it reads then ext instruction from the 0xCB table. Or is 0xCB read and immediately ...
by AWJ
Mon May 29, 2017 11:12 pm
Forum: NESemdev
Topic: Does any game use VRC4/6/7 cycle mode IRQs?
Replies: 0
Views: 3658

Does any game use VRC4/6/7 cycle mode IRQs?

While working on that VRC2/4 submapper test ROM, I just noticed that FCEUX doesn't emulate the simple cycle-counting mode (without the 113 2/3 cycle divider) for any of VRC4, VRC6 or VRC7. Bit 0x04 of the relevant register is completely ignored. Also, an 8-bit cycle counter just doesn't seem very us...
by AWJ
Sat May 27, 2017 6:09 pm
Forum: NESdev
Topic: Koei bytecode
Replies: 44
Views: 36834

Re: Koei bytecode

Myask wrote:
CA | NOT | 0 | left = !left
CB | MINUS | 0 | left = -left
CC | COMPL | 0 | left = ~left
with all three existing, I'm curious what NOT does. Is it LEFT = (LEFT[15:0] ==0 ? 1 : 0)?
Yes.
by AWJ
Fri May 26, 2017 2:08 pm
Forum: GBDev
Topic: GameBoy - Help With DAA instruction
Replies: 5
Views: 7047

Re: GameBoy - Help With DAA instruction

Hmm, well my method was to just do precisely as the Table said, with a ton of If/Else, but there are some cases which just doesn't exist, which you might be talking about. I tried the code you linked and it works. Though i am a bit confused how. I have read up on BCD, and i get the principle of it,...
by AWJ
Thu May 25, 2017 5:38 pm
Forum: NESemdev
Topic: Zelda 2 Kazzo/Anago
Replies: 9
Views: 4456

Re: Zelda 2 Kazzo/Anago

Thogart wrote:I have successfully dumped about half my carts...

I'll have to drag out my system and see if the cart still works...
Could that batt just be dead?
The battery wouldn't affect dumping (or playing) the cartridge.
by AWJ
Thu May 25, 2017 2:24 pm
Forum: NESemdev
Topic: Zelda 2 Kazzo/Anago
Replies: 9
Views: 4456

Re: Zelda 2 Kazzo/Anago

Dump #1 anago>anago.exe D mmc1_slrom.ad Link.nes program 0x000000:01 4b 0a c0 ca c6 ce c4-c4 c8 cf ce cb 01 c8 0f:0x15333c program 0x004000:01 4b 0a c0 ca c6 ce c4-c4 c8 cf ce cb 01 c8 0f:0x15333c program 0x008000:01 4b 0a c0 ca c6 ce c4-c4 c8 cf ce cb 01 c8 0f:0x15333c program 0x00c000:01 4b 0a c0...
by AWJ
Thu May 25, 2017 12:20 am
Forum: NESdev
Topic: Implementing a (pseudo) random number generator
Replies: 22
Views: 9139

Re: Implementing a (pseudo) random number generator

If two of the same enemy are in the same RNG-tapping state on the same frame then they'll always both choose the same behaviour I've seen that in several games, and I've always thought of it as a serious flaw, not something people hardly notice. :P I've often been annoyed at how unintentionally pre...
by AWJ
Wed May 24, 2017 10:45 pm
Forum: NESdev
Topic: Implementing a (pseudo) random number generator
Replies: 22
Views: 9139

Re: Implementing a (pseudo) random number generator

In an action game where cycles are precious, an advantage of a LFSR over a LCG is that all the bits in a LFSR are equally random. If you only ever need one or two bits at a time, you can get many random numbers out of each clocking of a LFSR. Super Mario Bros. and Kung Fu Heroes use a 64-bit LFSR wh...
by AWJ
Wed May 24, 2017 9:44 pm
Forum: NESdev
Topic: Implementing a (pseudo) random number generator
Replies: 22
Views: 9139

Re: Implementing a (pseudo) random number generator

Maybe a KISS RNG would be worth using for high quality numbers. Some variants don't use multiplication. /* Implementation of a 32-bit KISS generator which uses no multiply instructions */ static unsigned int x=123456789,y=234567891,z=345678912,w=456789123,c=0; unsigned int JKISS32() { int t; y ^= (...
by AWJ
Wed May 24, 2017 9:43 pm
Forum: NESdev
Topic: Implementing a (pseudo) random number generator
Replies: 22
Views: 9139

Re: Implementing a (pseudo) random number generator

From that thread: why you don't usually want to use an LCG for generating X,Y pairs The Dragon Ball/Dragon Ball Z RPGs programmed by TOSE on the NES use an 8-bit LCG. Which they cripple further by always using the low-order bits, the least random ones in any LCG. And the main use of those random num...
by AWJ
Wed May 24, 2017 8:55 pm
Forum: NESdev
Topic: Implementing a (pseudo) random number generator
Replies: 22
Views: 9139

Re: Implementing a (pseudo) random number generator

Dragon Warrior 2 & 3 used a LFSR (linear feedback shift register) for the RNG. They also happened to use the same bytes of memory to store the saved game checksum. Some save checksums will freeze the RNG. It's more accurate to say that they use the same code both as a PRNG and as a CRC16 calcul...
by AWJ
Wed May 24, 2017 6:44 pm
Forum: NESdev
Topic: Koei bytecode
Replies: 44
Views: 36834

Re: Koei bytecode

^^^ I guess you just volunteered? Bitfields There are three bitfield instructions: one to extract (load from) a signed bitfield, one to extract an unsigned bitfield, and one to insert (store to) a bitfield. For all three bitfield instructions, the first byte after the instruction is the size of the...
by AWJ
Mon May 22, 2017 7:18 pm
Forum: NESemdev
Topic: Famicom Jump II (Mapper 153) IRQ
Replies: 5
Views: 4484

Re: Famicom Jump II (Mapper 153) IRQ

I can write a test program if someone has cartridge(s) they can EPROM-ize.