Search found 719 matches

by jwdonal
Mon Mar 15, 2010 9:08 pm
Forum: NESemdev
Topic: NES emulator as a screensaver?
Replies: 58
Views: 29428

awesome!!

DUDE!! That is really awesome Luke!! This thing kicks ass! Nice work!!!!!!!
by jwdonal
Mon Mar 15, 2010 8:59 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

hmm

Tepples, so in reading your post more closely: An emulator can do this; a controller port peripheral cannot. If you could clarify....Do you actually think it is not even possible to properly save the state of a system and make a good recording of input using a hardware-based emulator? In other words...
by jwdonal
Mon Mar 15, 2010 2:54 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

Well that stinks... :'(

Guess I'll just need to put this off until I can save the entire state of my emulator to an external memory. Thanks for your help though! I'll tuck these notes away until next time....
by jwdonal
Mon Mar 15, 2010 1:25 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

NO WAY! So maybe this has something to do with it as well.... Hmmm...so how do software emulators deal with this phenomena? That is, how do you correct for it?

That is actually really cool. I always just thought they were 2 different demos that ran pseudo-randomly. Neat. Thanks tepples!
by jwdonal
Mon Mar 15, 2010 12:30 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

Then you could do what I do: oversample the controller with a module, then emulate the pad from the output of that :P That's a reasonable solution. I'm kind of already doing that, but not in quite the same way you are. I actually just discovered something _very_ interesting. When I playback the sam...
by jwdonal
Mon Mar 15, 2010 12:11 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

kyuusaku wrote:If you don't want controller glitches just log the raw button input (I'm assuming you're emulating the controller too).
Nope, I'm not emulating the controller, I'm recording the raw controller input directly from an original joypad connected to my dev board.
by jwdonal
Mon Mar 15, 2010 12:09 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

Re: cool!

When Disch said that the "Same thing happens on $2007 read" he didn't mean that $2007 reads clock the controller, he meant that if a DMC fetch and a $2007 read occur at the same time the VRAM address may be incremented twice (which has nothing to do with the controllers). So I don't think...
by jwdonal
Mon Mar 15, 2010 2:32 am
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

cool!

Hey guys! I got the first revision of my input recorder working! It was so awesome to see Mario running all over the screen without me pressing a single button! LOL. I think it's like 95% correct, but I believe that I'm running into one of these bugs because after a while of "playback" the...
by jwdonal
Sat Mar 13, 2010 5:35 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

wow

WOW, that's awesome! You guys never cease to amaze me. And to think, I was considering not even asking this question. LOL

THANKS A LOT!

Jonathon :)
by jwdonal
Sat Mar 13, 2010 4:34 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

hmmm

Hmmm...this sound very interesting. I know that the APU DMC can read samples from memory but I thought the lowest possible address it could read from was $8000. This would not effect $4016/$4017....I'm obviously missing something. Would you mind elaborating a bit more? :-D

Thanks Dwedit!

Jonathon
by jwdonal
Sat Mar 13, 2010 3:25 pm
Forum: NESemdev
Topic: Recording controller input [SOLVED]
Replies: 24
Views: 8141

Recording controller input [SOLVED]

I thought it might be fun to take a quick little detour from my APU development and make a simple little input recorder for my emulator. Then I could playback the input as my test cases so I don't always have to play the games myself. Is there any particular way I should go about doing this? I think...
by jwdonal
Sat Mar 13, 2010 2:50 am
Forum: NESemdev
Topic: VeriNES (FPGA-based NES) Updates
Replies: 13
Views: 11504

You're doing a nes emulator in hardware, right? Yep! But are you planing to make it like a machine that can play cartridges or just a machine that can run roms? Great question! First I will be designing the system for ROMs only, and implementing the mappers directly inside the FPGA fabric. But I do...
by jwdonal
Sat Mar 13, 2010 1:00 am
Forum: NESemdev
Topic: VeriNES (FPGA-based NES) Updates
Replies: 13
Views: 11504

VeriNES (FPGA-based NES) Updates

Hello all! I finally got around to posting another progress update for my NES emulator (which I am now calling "VeriNES" - see my 2010/03/11 blog post for the meaning). This latest one is in regards to my APU DMC module progress. Click my "WWW" link below to go directly to my sit...
by jwdonal
Thu Mar 11, 2010 8:56 pm
Forum: NES Hardware and Flash Equipment
Topic: Still possible to buy a 21.47727MHz Oscillator?
Replies: 16
Views: 9610

darn

I can't find a 3.3V-compatible 14.318M osc in-stock anywhere. Does anyone know a good source for these? Digi-key only has 5V-only versions. It also needs to be a 4-pin half-size can package. UPDATE: I found some!! In fact, I bought 10! Haha, just to be safe. I'm going to be doing this NES stuff for ...
by jwdonal
Thu Mar 11, 2010 2:52 pm
Forum: NESemdev
Topic: APU Reset Delay?
Replies: 12
Views: 4726

very cool

Excellent, tepples, I bet you're right, Yes, I agree. I believe this mystery is solved. and the power-up value for the timer was all bits set on the NES used for writing that older doc. So different NES' have different timer power up values then? Is it OK if my timer power up values are all zeros? ...