Search found 23 matches
- Fri Jan 11, 2013 4:46 pm
- Forum: NESemdev
- Topic: MahNES Library Released - Emulator using SDL_Audio now
- Replies: 24
- Views: 26230
Re: MahNES v0.3.6 - Possible Full Portable NES Emulation Lib
If it is open-source and compatible with C programs and cross-platform, then I might be interested in such thing. Well, C++ programs can work with a C interface, right? Or maybe you need it entirely in C (which is also possible to do)? It is cross-platform because it only uses the C standard librar...
- Wed Jan 02, 2013 1:21 pm
- Forum: NESemdev
- Topic: MahNES Library Released - Emulator using SDL_Audio now
- Replies: 24
- Views: 26230
MahNES Library Released - Emulator using SDL_Audio now
> MahNES Library The library and source code for my emulation engine! Instructions on readme file, and example given. C interface! https://dl.dropbox.com/u/22954866/MahNESLib.zip > MahNES Emulator This is my second attempt at making a NES emulator. I wrote one before, but the code was too much of a ...
- Fri Jun 29, 2012 10:41 am
- Forum: NESemdev
- Topic: Emulating Super Mario Bros. *solved*
- Replies: 11
- Views: 8195
Well, the trace logs are identical (apart from really small clock cycle differences). I checked the beginning and then a few random spots to check whether they matched, and they did. Could there still be little bugs? I could create something to automatically read both logs and tell me what's differe...
- Fri Jun 29, 2012 9:43 am
- Forum: NESemdev
- Topic: Emulating Super Mario Bros. *solved*
- Replies: 11
- Views: 8195
- Fri Jun 29, 2012 8:51 am
- Forum: NESemdev
- Topic: Emulating Super Mario Bros. *solved*
- Replies: 11
- Views: 8195
Are you sure you don't have any CPU bugs? Does it get through nestest with the same instructions executed in the same order as the log from Nintendulator? I tried NEStress, and it passed the tests. I'm going to try nestest, then. [edit] OK, so something is really wrong :lol:, because it doesn't eve...
- Fri Jun 29, 2012 8:37 am
- Forum: NESemdev
- Topic: Emulating Super Mario Bros. *solved*
- Replies: 11
- Views: 8195
Thanks, I found the problem (it was something else! The PPU register V was still being copied from register T even when sprites and background were off). Now it scrolls and draws the background correctly... But there's still something wrong. Attribute tables seem off (just blocks on even rows and co...
- Thu Jun 28, 2012 10:56 pm
- Forum: NESemdev
- Topic: Emulating Super Mario Bros. *solved*
- Replies: 11
- Views: 8195
The palette is 3F00 and up. And the nametable select bits work as basically think of the screen as a bit map where nametable to the right is +256 horizontally and to the bottom of the main one is +240 vertically and the last is both. If you treat it like that it'll work basically, but you'll need t...
- Thu Jun 28, 2012 10:30 pm
- Forum: NESemdev
- Topic: Emulating Super Mario Bros. *solved*
- Replies: 11
- Views: 8195
Emulating Super Mario Bros. *solved*
[edit] After running Nestest and comparing it to my emulator's output (I had to write a small program, since they're so extensive), I could figure out wrong behaviors, and now Super Mario Bros runs flawlessy! Thank you guys for your patience! :P I am writing a (kinda) didactic NES emulator. I've alr...