Search found 53 matches
- Sat Sep 11, 2010 7:45 pm
- Forum: NESemdev
- Topic: Yet another question about scrolling
- Replies: 7
- Views: 3924
- Sat Sep 11, 2010 5:44 pm
- Forum: NESemdev
- Topic: Yet another question about scrolling
- Replies: 7
- Views: 3924
You should always let $2005/$2006 writes affect 't' and 'v', no matter what the PPU is doing. If you emulate correctly the way the PPU makes use of 'v' while rendering, scroll changes should work without problems in case the PPU is rendering. If the PPU is not rendering, 'v' will be used by the gam...
- Sat Sep 11, 2010 5:05 pm
- Forum: NESemdev
- Topic: Yet another question about scrolling
- Replies: 7
- Views: 3924
Yet another question about scrolling
I have read many times in several places about how VRAM can only be read/written during VBlank. I am still a little confused about this. My question is, when do I use data written to 2005/2006 for scrolling and when do I just write to 2005/2006 and ignore the data as scroll data? I know that sometim...
- Thu Aug 26, 2010 1:19 pm
- Forum: NESemdev
- Topic: Anyone remember the first NES emulator?
- Replies: 17
- Views: 14355
Marat made iNES. I don't know who made Pasofami, which took split ROMs, and even the Google translation of the site that zophar.net links to as Pasofami's official site doesn't clarify things. I once had an IBM PS/ValuePoint with a 25 MHz 486SX CPU. Even Nesticle for DOS didn't run at full speed on...
- Thu Aug 26, 2010 10:29 am
- Forum: NESemdev
- Topic: Anyone remember the first NES emulator?
- Replies: 17
- Views: 14355
I was wondering what hardware they might have had to work with. I found a nice resource on Tom's Hardware: http://www.tomshardware.com/reviews/mot ... ,1175.html
- Thu Aug 26, 2010 10:15 am
- Forum: NESemdev
- Topic: Anyone remember the first NES emulator?
- Replies: 17
- Views: 14355
Anyone remember the first NES emulator?
I'm just wondering if anyone knows any details about the earliest NES emulator to be released and what hardware it was running on. EDIT: I should say that the real reason I'm asking is because I'm wondering what the slowest hardware is that you could run a NES emu on. I know that's up for debate sin...
- Mon Aug 23, 2010 4:55 pm
- Forum: NESemdev
- Topic: Per frame rendering a bad idea?
- Replies: 10
- Views: 4490
- Fri Aug 06, 2010 6:52 am
- Forum: NESemdev
- Topic: Per frame rendering a bad idea?
- Replies: 10
- Views: 4490
It would be recommended to atleast do per scanline. The state of things at the end of rendering which is likely when you draw the frame now is not enough to fully emulate the PPU. Graphics banks can change, scrolling and nametable registers change, etc. The easiest for coding point of view is to em...
- Wed Aug 04, 2010 6:18 pm
- Forum: NESemdev
- Topic: Per frame rendering a bad idea?
- Replies: 10
- Views: 4490
Per frame rendering a bad idea?
Right now I have VERY basic timing code implemented. And I am rendering on a per frame basis. I was wondering if I am going to run into unforeseen trouble down the road using this method. I have gotten to the point where a few games are working, but I don't want to do a lot of heavy ppu coding and r...
- Sat Jul 31, 2010 7:54 pm
- Forum: NESemdev
- Topic: How do you know which Nametable is currently used for BG?
- Replies: 2
- Views: 1766
- Sat Jul 31, 2010 7:11 pm
- Forum: NESemdev
- Topic: How do you know which Nametable is currently used for BG?
- Replies: 2
- Views: 1766
How do you know which Nametable is currently used for BG?
Some games switch nametables during the game (like going from a menu to the gameplay). How do you know which nametable to use? I have been checking bits 1-0 of 0x2000, but that doesn't seem to work properly. For instance, when Galaga starts, it is using $2800 and is mirrored at $2C00, but when the g...
- Sat Jul 31, 2010 7:05 pm
- Forum: NESemdev
- Topic: Mapper 0 Games that use 8x16 sprites?
- Replies: 12
- Views: 4029
In 8x16 pixel mode: OAM tile number $14 -> $0140 and $0150 OAM tile number $15 -> $1140 and $1150 OAM tile number $16 -> $0160 and $0170 OAM tile number $17 -> $1160 and $1170 It's convenient that the base of the hexadecimal number system commonly used for VRAM addresses is the same as the length o...
- Sat Jul 31, 2010 7:01 pm
- Forum: NESemdev
- Topic: A little help with Kevtris nestest.nes?
- Replies: 27
- Views: 8640
If anyone happens to have a better more accurate nestest.nes log that is as easy to read as the current one used for comparison I will gladly overwrite the current one. http://nickmass.com/images/nestest.log is just some log I found in a post on these forums made ages ago that I happened to use whe...
- Sat Jul 31, 2010 5:35 pm
- Forum: NESemdev
- Topic: Mapper 0 Games that use 8x16 sprites?
- Replies: 12
- Views: 4029
- Sat Jul 31, 2010 5:31 pm
- Forum: NESemdev
- Topic: Mapper 0 Games that use 8x16 sprites?
- Replies: 12
- Views: 4029
If there is bit to indicate whether or not the tile is located at $0000 or $1000, why do reference documents say that one tile is always at $0000 and it's associated lower tile is always at $1000? If that's always true, what's the purpose of the bit? ...with bit 0 of the second OAM byte selecting t...