I think this is one of the two docs being referred to, see page 140.
http://bitsavers.informatik.uni-stuttga ... a_Book.pdf
Search found 25 matches
- Tue Jan 22, 2019 7:00 am
- Forum: GBDev
- Topic: Game Boy CPU isn't a Z80. What is it?
- Replies: 17
- Views: 22952
- Tue Nov 07, 2017 3:47 am
- Forum: Other Retro Dev
- Topic: SMS/Z80 Zexall
- Replies: 1
- Views: 6143
Re: SMS/Z80 Zexall
Ok, self posting, but it does appear that I might have resolved this. If what I've got is correct it wasn't in fact the MEMPTR but the flags on the non indirect BIT instruction. My implementation followed the comments inside of the Undocumentd Z80 PDF which states: SF flag Set if n = 7 and tested bi...
- Fri Nov 03, 2017 7:03 am
- Forum: Other Retro Dev
- Topic: SMS/Z80 Zexall
- Replies: 1
- Views: 6143
SMS/Z80 Zexall
Hi all, I wondered if anyone else had worked on a Z80/SMS emulator that passes zexall sms? I've managed to implement all the instructions and have a full pass on zexdoc (using the sdsc version as I do not currently implement the vdp). Running zexall shows passes on all except this one: bit n,<b,c,d,...
- Tue Oct 31, 2017 2:33 am
- Forum: GBDev
- Topic: Gameboy CPU instruction set timings and lengths
- Replies: 12
- Views: 6329
Re: Gameboy CPU instruction set timings and lengths
Concerning Blargg's timing tests, is it sufficient for the emulated CPU to wait the instruction length in T-cycles and then carry out the instruction atomically, or does it need to process instructions incrementally, one microcode at a time. There are some instructions that perform multiple reads a...
- Fri May 26, 2017 5:49 am
- Forum: GBDev
- Topic: GameBoy - Help With DAA instruction
- Replies: 5
- Views: 7047
Re: GameBoy - Help With DAA instruction
That would adjust the accumulator for values 91..99 as well, you would need to mask A (A & 0xF0) to use that as a comparison.zerowalker wrote:And also, isn't it "high nibble is above 0x09" that's what i did as the table said so, which i think is equal to A > 0x90.
- Thu Sep 08, 2016 8:42 am
- Forum: GBDev
- Topic: Zelda - Links Awakening intro sprite corruption
- Replies: 6
- Views: 4508
Re: Zelda - Links Awakening intro sprite corruption
That's exactly what I'm seeing. Thanks for the link.adam_smasher wrote:This might be a known bug in the game.
I'll stop looking for that bug in my Emu now.
Edit: Yup, if I go to a screen without Octoroks and do the same the intro is fine.
- Thu Sep 08, 2016 5:16 am
- Forum: GBDev
- Topic: Zelda - Links Awakening intro sprite corruption
- Replies: 6
- Views: 4508
Re: Zelda - Links Awakening intro sprite corruption
Apologies, filename is "Legend of Zelda, The - Link's Awakening (U) (V1.2) [!].gb", testing on my DMG emulator.
MD5: 69 d6 43 bf 4e 37 b3 c1 33 51 85 17 33 8b 6a 1c
SHA1: 5a b6 3d ef 95 87 28 93 35 71 c3 b4 f6 af 54 db 14 f3 f8 b2
MD5: 69 d6 43 bf 4e 37 b3 c1 33 51 85 17 33 8b 6a 1c
SHA1: 5a b6 3d ef 95 87 28 93 35 71 c3 b4 f6 af 54 db 14 f3 f8 b2
- Thu Sep 08, 2016 3:03 am
- Forum: GBDev
- Topic: Zelda - Links Awakening intro sprite corruption
- Replies: 6
- Views: 4508
Zelda - Links Awakening intro sprite corruption
I've been trying to resolve what I believed was a bug in my emulator but now I'm not so sure. I can reproduce it when selecting Save & Quit after dying, it returns to the intro animation but the sprites are corrupted using enemy sprites in place of the lightning etc. I've been able to consistent...
Re: HALT Bug
Oooh, new documentation.
Thanks for pointing that out, a quick look shows I have come across it before but forgot about it. Excellent resource.
Thanks for pointing that out, a quick look shows I have come across it before but forgot about it. Excellent resource.
Re: HALT Bug
Forgive the self post but I thought I'd follow up. I wonder is this another of those GameBoy issues where a few people have worked it out but it's not documented anywhere? I have consulted some other emulators and the behaviour seems to be that if interrupts are disabled and there is a pending inter...
HALT Bug
Hi all, I'm hoping someone can give me a steer on implementing the HALT bug? I have had a few attempts in my emulator at implementing this but based on the results of a halt_bug.gb test rom I found at https://github.com/retrio/gb-test-roms I cannot get it passing. The closest I have got has the resu...
- Tue May 24, 2016 7:27 am
- Forum: GBDev
- Topic: MBCn + Battery
- Replies: 3
- Views: 3472
Re: MBCn + Battery
Apologies, should have been clearer.
I meant that cart ram when it has it and the MBC is a battery type.
I'll save it all out. Thanks.
I meant that cart ram when it has it and the MBC is a battery type.
I'll save it all out. Thanks.
- Tue May 24, 2016 2:04 am
- Forum: GBDev
- Topic: MBCn + Battery
- Replies: 3
- Views: 3472
MBCn + Battery
Hi all,
Hopefully a simple question, when a mapper specifies that it has a battery backup should I save the state of the entire RAM out when my emulator exits or is there a range of memory that is specifically battery backed?
Cheers
Hopefully a simple question, when a mapper specifies that it has a battery backup should I save the state of the entire RAM out when my emulator exits or is there a range of memory that is specifically battery backed?
Cheers
- Tue Apr 12, 2016 4:58 am
- Forum: GBDev
- Topic: Gamboy Emulator giving strange output on test rom
- Replies: 8
- Views: 5515
Re: Gamboy Emulator giving strange output on test rom
The LD r,r' instructions do not set any flags.
I can only assume that these are being reported as failures due to a problem with some of the other instructions that the test code is using to verify the result.
I can only assume that these are being reported as failures due to a problem with some of the other instructions that the test code is using to verify the result.
- Thu Jul 12, 2012 12:46 pm
- Forum: GBDev
- Topic: The unimplementable DAA instruction
- Replies: 3
- Views: 6706