Search found 433 matches
- 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 ...
- 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...
- 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 ...
- 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...
- Sat May 27, 2017 6:09 pm
- Forum: NESdev
- Topic: Koei bytecode
- Replies: 44
- Views: 36834
Re: Koei bytecode
Yes.Myask wrote:with all three existing, I'm curious what NOT does. Is it LEFT = (LEFT[15:0] ==0 ? 1 : 0)?CA | NOT | 0 | left = !left
CB | MINUS | 0 | left = -left
CC | COMPL | 0 | left = ~left
- 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,...
- Thu May 25, 2017 5:38 pm
- Forum: NESemdev
- Topic: Zelda 2 Kazzo/Anago
- Replies: 9
- Views: 4456
Re: Zelda 2 Kazzo/Anago
The battery wouldn't affect dumping (or playing) the cartridge.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?
- 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...
- 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...
- 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...
- 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 ^= (...
- 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...
- 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...
- 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...
- 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.