Search found 248 matches
- Thu Feb 23, 2012 2:30 am
- Forum: NESemdev
- Topic: wrestling with SMB1 title screen
- Replies: 11
- Views: 4273
Re: square sweeps
i've never understood exactly how the square period stuff is modified by the sweeps. From my emulator: // Sweep tick (square waves only) if(HalfTick && c < 2 && count(ch.sweep_delay, ch.reg.SweepRate)) if(wl >= 8 && ch.reg.SweepEnable && ch.reg.SweepShift) { int s = ...
- Fri Jan 27, 2012 5:28 am
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95800
Related link, interesting reading: http://hitmen.c02.at/temp/palstuff/
- Tue Jan 10, 2012 12:50 am
- Forum: NESemdev
- Topic: Using TASes for emulator testing
- Replies: 4
- Views: 3031
In my emulator I got all SMB movies to sync without problems (with add/remove idle frames in the beginning). I update the controller data at the beginning of vertical blanking (scanline 241). With all NES movies, the controller data is updated regardless of whether the game polls the input 1, 2 or 0...
- Mon Jan 09, 2012 11:57 pm
- Forum: NESemdev
- Topic: Using TASes for emulator testing
- Replies: 4
- Views: 3031
It was a design decision that the movie file format [of FCEUX] should be easily editable with a regular editor, without need for hex editing. Needs for copypasting and trimming arise every so often.Dwedit wrote:I still don't understand why the FM2 format is so weird.
EDIT: nesmock now supports also fm2.
- Mon Jan 09, 2012 11:49 pm
- Forum: NESemdev
- Topic: Using TASes for emulator testing
- Replies: 4
- Views: 3031
Using TASes for emulator testing
I wrote a new wiki article. http://wiki.nesdev.com/w/index.php/TAS As some people here might know, I'm a person who has had a part in introducing and promoting the TAS phenomenon in the world. Though I have officially stepped to the background from the scene, I still felt it natural to use TASes ext...
- Wed Jan 04, 2012 2:57 am
- Forum: NESemdev
- Topic: Sound Emulation, Resources, Tips, Etc?
- Replies: 16
- Views: 13107
Basics
Here is my attempt at conveying the basics, beginning from fundamentals, in a short but organized manner. There are other tutorials, but I wanted to write one just for the exercise of it :-) In order to produce sound, you have to generate "PCM sound". "PCM sound" is a type of sig...
- Tue Jan 03, 2012 2:03 am
- Forum: NESdev
- Topic: RLE tool for NES
- Replies: 11
- Views: 6631
LZMPi
I recently needed to compress something (though my need went away before I actually used the decompressor), and I stumbled upon LZMPi compress , an LZ variant. It was written for the Commodore 64, but I ported it for the NES. It needs 64 bytes of RAM for history buffer tables ($6C0..$6FF), 35 bytes ...
- Sun Jan 01, 2012 4:24 pm
- Forum: NESdev
- Topic: Anybody ever thought about this trick?
- Replies: 26
- Views: 9967
The Mega Man series and Super Mario Bros. 2 USA (for Mario and Princess) used a sprite overlay trick to create characters of more than 3 colors. In case of Mega Man, the face is a distinct white-yellow sprite that is overlayed on the blue-cyan-black body, and in case of Mario and Princess, the eyes ...
- Fri Dec 30, 2011 8:32 pm
- Forum: NESdev
- Topic: ethernet for the NES
- Replies: 9
- Views: 5754
- Fri Dec 30, 2011 5:54 pm
- Forum: NESemdev
- Topic: instruction usage list
- Replies: 20
- Views: 6462
Surprises: Super Mario Bros and Bionic Commando seem to love JSR without RTS. Now that I think of it, that's because of how SMB1 implements switch statements. Fairly common in NES games over all, from what I have seen. I have disassembled a few games, and I have found this paradigm in more than hal...
- Fri Dec 30, 2011 5:03 pm
- Forum: NESemdev
- Topic: Deriving the address mode through the opcode
- Replies: 10
- Views: 5000
This is the table of opcodes that I used for creating the micro-op data for my emulator. It contains all opcodes supported by it, grouped by the mnemonic. (The combination of mnemonic and the addressing mode is used to select the list of micro-ops for the opcode.) I have intentionally laid out the t...
- Fri Dec 30, 2011 4:34 pm
- Forum: NESemdev
- Topic: I created an emulator...
- Replies: 18
- Views: 17053
How did you generate the Base64 (err, Base256? =D) encoded strings? Another program, or by hand? Sorry about taking many days to notice your post. phpBB only sent me a notification of your first post, and I did not know about the second one. Or the third one. Answer: Another program. For each micro...
- Fri Dec 30, 2011 4:25 pm
- Forum: NESemdev
- Topic: do you think its possible to get faster than NESticle?
- Replies: 9
- Views: 6226
JIT techniques could help a great deal with the CPU speed, but the PPU is a difficult problem to tackle, especially if you are aiming any kind of honorable level of accuracy. VGA can do smooth 4-way scrolling, but the addresses only wrap at segment boundary if I recall correctly, meaning that if you...
- Thu Dec 08, 2011 2:17 pm
- Forum: NESemdev
- Topic: I created an emulator...
- Replies: 18
- Views: 17053
http://www.ioccc.org/ :P 2006 winner entries are finally available? Oh goodie! Thanks for telling. EDIT: Oh, and in all honesty, I was partially inspired by the 2005 winner that does a 6502 emulator (Commodore PET). But both algorithmically and structurally my emulator is very different. Mr. Sykes'...
- Thu Dec 08, 2011 12:59 am
- Forum: NESemdev
- Topic: I created an emulator...
- Replies: 18
- Views: 17053
I seem to remember that I could not get the Wizards & Warriors TAS to sync before I added the RAM initialization. It could have been caused by something else, but that's what I did that made the difference.thefox wrote:Very cool, sir. BTW what TAS movies/games depend on the RAM initialization state?