Search found 311 matches
- Fri May 28, 2010 11:26 am
- Forum: General Stuff
- Topic: List of all the NES emulators in development
- Replies: 46
- Views: 15085
I'm developing yet another NES emulator just because I wanted to code something challenging, as opposed to my day job which is definitely not. It won't be a regular emulator which tries to emulate exactly the original NES and nothing else, it will be, I think, something new and original. No too orig...
- Fri May 28, 2010 11:18 am
- Forum: General Stuff
- Topic: Coincidence?
- Replies: 3
- Views: 2207
Coincidence?
I just bought "On the edge" a book about Commodore business machines.
Look at the product number.
Coincidence? or the data entry guy is a retro-nerd sending a message?

Look at the product number.
Coincidence? or the data entry guy is a retro-nerd sending a message?

- Mon May 17, 2010 12:05 pm
- Forum: Newbie Help Center
- Topic: PPU render timing basic questions
- Replies: 18
- Views: 9245
- Mon May 17, 2010 9:59 am
- Forum: Newbie Help Center
- Topic: PPU render timing basic questions
- Replies: 18
- Views: 9245
- Mon May 17, 2010 7:20 am
- Forum: Newbie Help Center
- Topic: PPU render timing basic questions
- Replies: 18
- Views: 9245
- Mon May 17, 2010 6:11 am
- Forum: Newbie Help Center
- Topic: PPU render timing basic questions
- Replies: 18
- Views: 9245
Re: PPU render timing basic questions
I'm confused, so why does the NTSC PPU run at 21.47 Mhz which is 12 times the 1.79 Mhz of the CPU ?Disch wrote:No.Petruza wrote: Each CPU cycle equals 12 PPU cycles, CPU runs at 1.79 Mhz and PPU at 21.47 Mhz.
1 NTSC CPU cycle = 3 PPU cycles
1 PAL CPU cycle = 3.2 PPU cycles
- Sun May 16, 2010 9:33 am
- Forum: Newbie Help Center
- Topic: PPU render timing basic questions
- Replies: 18
- Views: 9245
Re: PPU render timing basic questions
HBlank as used in descriptions of NES hardware is any part of the scanline that is not dots 0-255. But in other descriptions it's time similar to VBlank where writing to the PPU is safe. Of course the NES has no such time between scanlines because it's always busy fetching. So no writes to VRAM can...
- Sun May 16, 2010 9:04 am
- Forum: Newbie Help Center
- Topic: PPU render timing basic questions
- Replies: 18
- Views: 9245
Re: PPU render timing basic questions
The source of timing in my emulator are the instructions that are being executed, so for each CPU cycle executed in its instructions, I advance the PPU renderer ** cycles. That's a slow way to do it, but yeah that's the basic idea. So what would be a better/faster way? I like your idea of master cy...
- Sun May 16, 2010 8:35 am
- Forum: Newbie Help Center
- Topic: PPU render timing basic questions
- Replies: 18
- Views: 9245
PPU render timing basic questions
Source: Brad Taylor's NTSC 2C02 tech ref (This post implies NTSC) I finished the CPU emulation, and heading now towards the PPU. I'm finding the PPU render timing really complex, so I want to know if I understand it at least roughly so I can start to figure out how to implement it. So What I underst...
- Sun May 16, 2010 8:34 am
- Forum: Newbie Help Center
- Topic: Getting Started(Updated:Jun. '10)
- Replies: 21
- Views: 91766
- Sat May 15, 2010 10:15 pm
- Forum: NESdev
- Topic: C/C++ NES programming
- Replies: 26
- Views: 17247
- Sat May 15, 2010 9:40 am
- Forum: NESdev
- Topic: C/C++ NES programming
- Replies: 26
- Views: 17247
Yeah well I think it definently is possible to make a OS Well sure, there were some OSes code in assembler, I don't say it's impossible, I say it's highly impractical as developing any big project in assembler. A 3.2GHZ PC with a OS in assembly? Fastttttt ^_^ :P Linux is coded in C and it's fast, I...
- Sat May 15, 2010 8:42 am
- Forum: NESdev
- Topic: C/C++ NES programming
- Replies: 26
- Views: 17247
I'm not even gona lie, I think C is evil....especially when people debate what's better, C or assembly, which is too obvious ⌐.⌐ :P :roll: For the domain of this forum which is NES and 6502 Programming, I would agree Assembler is by far the best choice. Hahahah, I ment as in the development of a pr...
- Thu May 13, 2010 8:47 pm
- Forum: NESdev
- Topic: NesASM 3.01 addressing and syntax errors
- Replies: 7
- Views: 4032
- Thu May 13, 2010 8:18 pm
- Forum: NESdev
- Topic: NesASM 3.01 addressing and syntax errors
- Replies: 7
- Views: 4032
NesASM 3.01 addressing and syntax errors
I've got NesASM 3.01 from here: http://www.nespowerpak.com/nesasm/ Not the .exe since I use MacOS, but built the sources. I'm coding a simple CPU test, and get this errors: 67 00:C02B STX $0,Y Incorrect addressing mode! 105 00:C056 STA ($0,X) Syntax error in expression! Isn't STX ##, Y a valid instr...