From what I've read, the 6502 will ignore a BRK if a hardware interrupt (NMI) happens at the exact same time.
On the NES, where NMIs don't come back to back (do they?), could this be worked around by using a double BRK somehow?
Search found 27 matches
- Sat Jun 02, 2012 7:17 am
- Forum: Newbie Help Center
- Topic: The BRK bug
- Replies: 7
- Views: 3063
- Tue Mar 30, 2010 2:19 am
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Mon Mar 29, 2010 3:57 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Sun Mar 28, 2010 8:51 pm
- Forum: NESdev
- Topic: How to wait for vblank
- Replies: 39
- Views: 10113
- Thu Mar 25, 2010 3:51 pm
- Forum: Homebrew Projects
- Topic: Working on Chu Chu Rocket NES
- Replies: 71
- Views: 43275
- Thu Mar 25, 2010 1:44 am
- Forum: NES Hardware and Flash Equipment
- Topic: Subor - worth rescuing?
- Replies: 3
- Views: 2502
- Thu Mar 25, 2010 1:40 am
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Wed Mar 24, 2010 4:42 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Subor - worth rescuing?
- Replies: 3
- Views: 2502
Subor - worth rescuing?
I once bought a chinese "Subor" Famicom clone with keyboard and various carts. The console looks a bit like a black Megadrive/Genesis and the keyboard is white with alternate chinese characters everywhere in addition to the QWERTY. Problem is, I tried to plug it in once using a different A...
- Wed Mar 24, 2010 4:23 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Wed Mar 24, 2010 12:17 am
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
Do you mind if I experiment with a similar compression scheme (using compression modes for each pattern, but experimenting with different modes a bit)? I want to use something more customized for my project, instead of using a generic solution. No problem at all, this area could use some research. ...
- Tue Mar 23, 2010 5:00 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
Doh. Finally I get it. :roll: I kept thinking there would be an extra unwanted cycle before the load triggered again, and that the load was meant to happen AS the last bit was shifted out. Now it makes sense. I will add this tomorrow, the loops should get cleaner. Thanks! Some updated stats.. with m...
- Tue Mar 23, 2010 1:31 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Tue Mar 23, 2010 12:48 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
Thanks, going to try to understand the code you posted. This is what's done for mode 7 in the encoder: - For every pattern P - Try modes with zero pattern cost first. - Speculatively calculate RCR (Mode 1). - Speculatively calculate RD (Mode 7). - Pick RCR, RD or RAW based on which uses less bytes. ...
- Tue Mar 23, 2010 3:34 am
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Mon Mar 22, 2010 12:25 am
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
It makes sense to have empty areas in a game that uses CHR-ROM, but in order to use your compression the game must use CHR-RAM, in which case it would be better to compress just the tiles which are actually used. It would make no sense to compress empty tiles. Good point. Maybe a front-end with ski...