Search found 268 matches

by Zelex
Thu Apr 11, 2013 7:15 am
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Re: Kick master title screen wobbling

I pass all CLI/instruction timing tests. I do not pass all of the VBL/NMI timing tests. However, I think the CLI tests would be the most important ones here in terms of what needs to be correct. So my question still stands on why does FCEUX have this additional delay that games expect. What about b...
by Zelex
Wed Apr 10, 2013 9:34 pm
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Re: Kick master title screen wobbling

beannaich wrote:I don't implement any kind of delay, aside from emulating the irq flag polling accurately. And this game does not shake or wobble at all.
oh I agree, its probably a problem with my emulator somehow, just not sure exactly what, and why FCEUX has a 10 dot delay.
by Zelex
Wed Apr 10, 2013 8:56 pm
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Re: Kick master title screen wobbling

I pass all CLI/instruction timing tests. I do not pass all of the VBL/NMI timing tests. However, I think the CLI tests would be the most important ones here in terms of what needs to be correct. So my question still stands on why does FCEUX have this additional delay that games expect.
by Zelex
Wed Apr 10, 2013 12:19 pm
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Re: Kick master title screen wobbling

x0000 wrote:I've never experienced the problem you have even tho my emulator generates IRQ at 260 pixel. So I think something wrong with CPU's IRQ processing or PPU's timings are not right. Does your emulator pass all blargg's cpu interrupt tests?
Last time I checked, yup. I'll check again.
by Zelex
Wed Apr 10, 2013 8:54 am
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Re: Kick master title screen wobbling

So, I'm not 100% sure why, but doing the MMC3 interrupt at dot 270 fixes all problems with every game I've tested thus far. The reason it works is It brings the timing in line with FCEUX. I'm still unsure why FCEUX has this additional delay in there.
by Zelex
Tue Apr 09, 2013 9:43 pm
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Re: Kick master title screen wobbling

FCEUX jumps 30 dots on an IRQ.

It also looks their IRQ is delayed by 1 or 2 instructions.
by Zelex
Tue Apr 09, 2013 9:18 pm
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Re: Kick master title screen wobbling

Well anyway. I'm going to spend a bunch of time looking at trace logs trying to figure out precisely what the code is trying to do, which should help me figure out what is wrong. I'll report back with my findings.
by Zelex
Tue Apr 09, 2013 9:17 pm
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Re: Kick master title screen wobbling

Not sure if it helps or not, but it's at least relevant. In creating my own MMC3 in hardware I had similar issues until I got the CHR A12 filtering correct. IIRC, I found not allowing 2 scanline clocks within ~5CPU cycles to be accurate and remove 'wobbling' from all titles I tested. I thought that...
by Zelex
Tue Apr 09, 2013 4:11 am
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 11434

Kick master title screen wobbling

EMUya is my first cycle accurate emulator, as in it runs 3 pixels for each CPU clock precisely when it should in the CPU. As well as the PPU is implemented very precisely. However, surprisingly EMUya emulates the most inaccurately in comparison to my other emulators with regards to a couple MMC3 gam...
by Zelex
Fri Apr 05, 2013 9:43 pm
Forum: Homebrew Projects
Topic: EMUya - A emulation store for homebrew NES development
Replies: 121
Views: 35526

Re: EMUya - A emulation store for homebrew NES development

Ok, so from what I can tell, yes even covers on YouTube are copyright infringement. Well, I don't want to be painted as a target, so I'll be pulling those two games from the store. Its a shame really cause those games are really awesome IMO.
by Zelex
Fri Apr 05, 2013 9:29 pm
Forum: Homebrew Projects
Topic: EMUya - A emulation store for homebrew NES development
Replies: 121
Views: 35526

Re: EMUya - A emulation store for homebrew NES development

Are covers of copyrighted music on youtube also copyright infringement then?
by Zelex
Fri Apr 05, 2013 6:26 pm
Forum: Homebrew Projects
Topic: EMUya - A emulation store for homebrew NES development
Replies: 121
Views: 35526

Re: EMUya - A emulation store for homebrew NES development

If you think that is the weakest link here and may give the RIAA an opening for a lawsuit, I'll pay my IP laywer to take a look and give some advice. Worst case I have to take it off the pre-install list.
by Zelex
Fri Apr 05, 2013 7:01 am
Forum: Homebrew Projects
Topic: EMUya - A emulation store for homebrew NES development
Replies: 121
Views: 35526

Re: EMUya - A emulation store for homebrew NES development

tepples wrote:D+Pad Hero 1 and 2? I wonder how long until the music publishers get those games pulled on a copyright claim for all the cover songs they include.
Because they are interpretive and not literal, I think its technically fair use.
by Zelex
Thu Apr 04, 2013 2:37 pm
Forum: Homebrew Projects
Topic: EMUya - A emulation store for homebrew NES development
Replies: 121
Views: 35526

Re: EMUya - A emulation store for homebrew NES development

Hey btw, We have put the following games pre-installed in EMUya. Battle Kid Demo (soon to be full game purchase) Battle Kid 2 Demo Nomolos Demo Super Bat Puncher (with permission) Blade Buster Streemerz Alter Ego Driar D+Pad Hero D+Pad Hero 2 We will be adding a link to your website so that people c...
by Zelex
Thu Mar 28, 2013 10:59 am
Forum: Homebrew Projects
Topic: EMUya - A emulation store for homebrew NES development
Replies: 121
Views: 35526

Re: EMUya - A emulation store for homebrew NES development

They sued them because it allowed PlayStation games to be played on non-Sony systems. They probably had some patents on it and such to back it up if needed. Even then, the biggest problem was that the discs were designed to be used exclusively with specific licensed games, so there wasn't even the ...