Search found 248 matches
- Fri Mar 16, 2012 1:37 am
- Forum: NESemdev
- Topic: FDS emulation attempt and questions
- Replies: 19
- Views: 8857
There is a switch that is engaged when the disk is set. If it's ejected then you just unset the disk and the BIOS will throw an error. That much was clear -- thanks for the reply anyway --, but I am wondering about the physical function of the drive. Does the motor still spin if signalled to do so,...
- Thu Mar 15, 2012 5:40 am
- Forum: NESemdev
- Topic: FDS emulation attempt and questions
- Replies: 19
- Views: 8857
Here is the source code of my newer version. It also includes the audio synthesizer and the disk image parser. Because of some internal changes in the emulator it is no longer so self-contained unfortunately.
http://pastebin.ca/2128362
http://pastebin.ca/2128362
- Thu Mar 15, 2012 1:39 am
- Forum: NESemdev
- Topic: FDS emulation attempt and questions
- Replies: 19
- Views: 8857
But since the 6502 ingores the CRC, what's the point to even have the CRC stored on the disc ? Just having it stored on the disc (and ignored by the CPU) won't detect transmission errors. Or is there something I missed ? The RAM adapter will calculate and verify the CRC. (If $4025 bit 4 is set at t...
- Wed Mar 14, 2012 10:05 am
- Forum: NESemdev
- Topic: FDS emulation attempt and questions
- Replies: 19
- Views: 8857
iirc emulating the FDS correctly results in non-working games because the game dumps themselves are incorrect (missing GAP sections and some other crucial items). Emulators either have to employ hacks or attempt to reconstruct the missing sections in order for it to be operable. Allright, thanks. I...
- Tue Mar 13, 2012 3:16 am
- Forum: NESemdev
- Topic: FDS emulation attempt and questions
- Replies: 19
- Views: 8857
FDS emulation attempt and questions
Last night I struggled implementing FDS support in my emulator. I eventually got it working (as in it loads games successfully), but I am not happy with my implementation.* This is my current implementation. (Sound emulation parts are omitted for brevity.) Though it works, search for instances of &q...
- Mon Mar 12, 2012 8:42 am
- Forum: NESemdev
- Topic: PPU Nametables
- Replies: 34
- Views: 14000
Depending on particular values in the RAM for functionality is bad, I agree, but how about using the RAM contents to seed the random generator? Is reading the RAM after poweron a bad idea on electronic basis, or is it just a bad idea because of programming practices basis? In the former case, trying...
- Mon Mar 12, 2012 3:13 am
- Forum: NESemdev
- Topic: PPU Nametables
- Replies: 34
- Views: 14000
- Mon Mar 05, 2012 5:01 am
- Forum: NESemdev
- Topic: need help passing Blargg's test
- Replies: 2
- Views: 1824
Re: need help passing Blargg's test
Having the source code should help a bit. EDIT: My script for plp was: [1450] => tick(); t = Pop(); [1740] => P.raw = t & ~0x30; [1299] => tick(); I.e. one cycle for opcode fetch (implied) One extra cycle One cycle for RAM fetch One extra cycle For a total of 4 ticks. Are you sure your NMI timin...
- Thu Mar 01, 2012 10:39 am
- Forum: NESdev
- Topic: Best Password System
- Replies: 39
- Views: 28175
Human beings appreciate redundance and choice. That you can navigate half a screen right and two rows up by going first right and then up, or by going first up and then right, or maybe go left and wrap through the screen edge and then up, or vice versa, or maybe you'll rather wrap vertically, or may...
- Mon Feb 27, 2012 1:33 pm
- Forum: NESdev
- Topic: Best Password System
- Replies: 39
- Views: 28175
It should also greatly simplify the code required to make this work. Each byte of data will correspond to exactly 2 symbols. Not to mention the lack of entry screen. With 4 symbols, you can convey 2 bits of information: 00, 01, 10, 11. You need four of those for eight bits of data, i.e. a byte. To ...
- Mon Feb 27, 2012 12:36 pm
- Forum: NESdev
- Topic: Best Password System
- Replies: 39
- Views: 28175
- Mon Feb 27, 2012 9:44 am
- Forum: NESdev
- Topic: Best Password System
- Replies: 39
- Views: 28175
For the record, here's the Japanese Maniac Mansion password entry screen: http://bisqwit.iki.fi/cv2fin/comparative_screenshots/maniacj.png 66 symbols, filled into (6+8+7)*5-1 = 104 slots, as indicated by Lidnariq earlier. That's almost twice the amount of information carried in an SMS, considering t...
- Mon Feb 27, 2012 9:10 am
- Forum: NESdev
- Topic: Best Password System
- Replies: 39
- Views: 28175
Have you considered leaving out the encryption/checksum? Considering how easy it is to defeat any nes password system with the tools we have available these days. It may not be worth the effort and rom space to bother. In my opinion, while it is encouraging for hacker spirit for the password system...
- Sun Feb 26, 2012 4:36 am
- Forum: NESdev
- Topic: Best Password System
- Replies: 39
- Views: 28175
More case studies
Here are samples of some other password generators. http://bisqwit.iki.fi/cv2fin/comparative_screenshots/metroid.png Metroid passwords are 24 characters long, with an alphabet of 64 letters, for a total of 144 bits of data. That 144 bits includes a 8-bit checksum that is calculated from the other bi...
- Sun Feb 26, 2012 3:14 am
- Forum: NESdev
- Topic: Best Password System
- Replies: 39
- Views: 28175
Case Study: Simon's Quest
Case study: Simon's quest (USA) has a password of length of 16 characters, with a 32-character alphabet. The password encodes 16 bits of item on/off flags, 8 bits of item counters, 8 bits of day counter, 2 bits of crystal level, 3 bits of weapon level, 3 bits of player level, 8 bits of crypting spec...