Search found 53 matches

by tineras
Sat Jul 31, 2010 5:29 pm
Forum: NESemdev
Topic: Mapper 0 Games that use 8x16 sprites?
Replies: 12
Views: 4029

I'm not 100% sure, but Galaga appears to use 8x16 sprites. Well, as you have already learned :wink: , answers only bring more questions. 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 0x...
by tineras
Sat Jul 31, 2010 5:10 pm
Forum: NESemdev
Topic: Mapper 0 Games that use 8x16 sprites?
Replies: 12
Views: 4029

There probably are mapper 0 games that use 8x16 sprites, but without scrolling? That makes it much harder I think. Well, if it's time for me to implement scrolling, then I'll just do that instead of concentrating on the 8x16 issue. The real issue is that I"m still a little fuzzy on how 8x16 sp...
by tineras
Sat Jul 31, 2010 4:59 pm
Forum: NESemdev
Topic: Mapper 0 Games that use 8x16 sprites?
Replies: 12
Views: 4029

Mapper 0 Games that use 8x16 sprites?

I'm trying to test out some games that use 8x16 sprites, but I don't have any mappers (or scrolling) implemented yet. Quite a few other games seem to be working normally (Balloon Fight, Mario Bros. original, Donkey Kong, and a few others), but none of them use 8x16 sprites from what I can tell. Any ...
by tineras
Sat Jul 31, 2010 11:24 am
Forum: General Stuff
Topic: Nintendulator Running Too Fast
Replies: 10
Views: 4637

thefox wrote:It does that if you disable sound.
Wow. Thanks. Who would have known?!

Is there any reasoning for this?
by tineras
Sat Jul 31, 2010 11:20 am
Forum: General Stuff
Topic: Nintendulator Running Too Fast
Replies: 10
Views: 4637

Nintendulator Running Too Fast

I have recently started using Nintendulator to assist in debugging my emulator, but out of nowhere it started running really fast (170fps) instead of 60fps. I cannot see what might be causing this issue. I have tried completely deleting all the files and then unzipping them again, but I run into the...
by tineras
Mon Jul 26, 2010 8:59 pm
Forum: NESemdev
Topic: Which CPU test ROM to get working next?
Replies: 18
Views: 7916

However, I'm not sure how to go about accounting for invalid opcodes. So you're pondering support for unofficial 6502 opcodes, and you're planning to treat them all like $EA NOP. This is illegal, you know . If it is not important for making a good emulator, then I am not that concerned about it. I ...
by tineras
Mon Jul 26, 2010 8:04 pm
Forum: NESemdev
Topic: Which CPU test ROM to get working next?
Replies: 18
Views: 7916

I am happy to report that I am now passing all of the Kevtris NesTest tests (say that three times fast :P ) http://www.flickr.com/photos/tineras/4832572513/ However, I'm not sure how to go about accounting for invalid opcodes. Right now I just have a "default" line in my switch statement t...
by tineras
Sat Jul 24, 2010 4:34 pm
Forum: NESemdev
Topic: Which CPU test ROM to get working next?
Replies: 18
Views: 7916

As I understand it, the test does most of its testing in a subroutine at $C000. When run on an NES, it needs to be started like any other ROM with JMP ($FFFC), but if you don't have most of your I/O (PPU/APU) done, it can still be called as a separate subroutine. This is a log of that subroutine. D...
by tineras
Sat Jul 24, 2010 4:24 pm
Forum: NESemdev
Topic: Which CPU test ROM to get working next?
Replies: 18
Views: 7916

As I understand it, the test does most of its testing in a subroutine at $C000. When run on an NES, it needs to be started like any other ROM with JMP ($FFFC), but if you don't have most of your I/O (PPU/APU) done, it can still be called as a separate subroutine. This is a log of that subroutine. D...
by tineras
Sat Jul 24, 2010 3:51 pm
Forum: NESemdev
Topic: Which CPU test ROM to get working next?
Replies: 18
Views: 7916

There is a known good log of nestest. Make your emulator spit out a log of the executed instructions in the same format, and then find the first difference. Whoops, I was doing something silly and thought that starting at C000 was wrong because the nestest rom would only run if I started at the add...
by tineras
Sat Jul 24, 2010 3:28 pm
Forum: NESemdev
Topic: Which CPU test ROM to get working next?
Replies: 18
Views: 7916

I am working with some test roms and I have a question. I am using Kevtris' Nestest and am wondering how to interpret the errors. I assumed they were opcodes, but some of them do not correlate properly with the type of test that's being run and some are just erroneous. I have attached an image of th...
by tineras
Wed Jul 21, 2010 4:40 pm
Forum: NESemdev
Topic: Test-ROM thoughts
Replies: 28
Views: 11493

Awesome. Thank you. I have only glanced at the wiki a couple of times and didn't notice them there.
by tineras
Wed Jul 21, 2010 2:12 pm
Forum: NESemdev
Topic: Test-ROM thoughts
Replies: 28
Views: 11493

I did not want to start a new thread to ask this question. Can someone point me to some good test roms? I looked a bit through the forms and on the main page, but I'd like to get a consensus of what is good so I can test against a 'gold standard' and get things right. I have the most of the cpu code...
by tineras
Fri Jul 16, 2010 2:33 pm
Forum: NESemdev
Topic: Creating A C# Nes Emulator...in Windows forms?
Replies: 8
Views: 9837

Sorry to dig up an old thread, but I wanted to mention that you can embed a directx window into your windows form. Then you can just draw directly to a Texture2D. That is what I'm doing with my emulator. And though some examples mention it, it is not necessary to use multiple threads to accomplish t...
by tineras
Mon Jul 05, 2010 1:20 pm
Forum: Newbie Help Center
Topic: Cartridge / Memory Questions
Replies: 22
Views: 6593

Yes, exactly. However - I'm not exactly sure about $2003. $2003 and $2004 are somewhat obscure registers. Most games write just $00 to it before writing to $4014, and some (Final Fantasy) don't ever write anything there. Yet all sprites always show up correctly, so I guess $2003 is "zeroed&quo...