Search found 349 matches
- Sun Dec 01, 2013 7:43 am
- Forum: NESemdev
- Topic: Original Mario Bros bug on my emulator?
- Replies: 141
- Views: 35986
Re: Original Mario Bros bug on my emulator?
The overhead of the non-emulation parts seems negligible in comparison by the way. Rewinding is just copying a few megs worth of data per second at most - most of it in contiguous chunks - which is nothing on a modern system. Should be very cheap even if some compression is added. Stuff like hardwar...
- Sun Dec 01, 2013 6:58 am
- Forum: NESemdev
- Topic: Original Mario Bros bug on my emulator?
- Replies: 141
- Views: 35986
Re: Original Mario Bros bug on my emulator?
Hadn't actually tried running the emulator as fast as possible in a while, and it seems to manage 7-8x speed on one core despite ~37% CPU usage being reported for 1x. So yeah, complicated prediction and catch-up might have gotten pretty moot for modern desktop systems. :| Currently I've implemented...
- Sat Nov 30, 2013 3:15 am
- Forum: NESemdev
- Topic: Original Mario Bros bug on my emulator?
- Replies: 141
- Views: 35986
Re: Original Mario Bros bug on my emulator?
Hadn't actually tried running the emulator as fast as possible in a while, and it seems to manage 7-8x speed on one core despite ~37% CPU usage being reported for 1x.
So yeah, complicated prediction and catch-up might have gotten pretty moot for modern desktop systems.
So yeah, complicated prediction and catch-up might have gotten pretty moot for modern desktop systems.
- Fri Nov 29, 2013 2:39 am
- Forum: NESemdev
- Topic: Nesalizer WIP on github
- Replies: 11
- Views: 7569
Re: Nesalizer WIP on github
Good to hear!
- Fri Nov 29, 2013 1:57 am
- Forum: NESemdev
- Topic: Nesalizer WIP on github
- Replies: 11
- Views: 7569
Re: Nesalizer WIP on github
How do I use the rewind function? Sound seems very stable so far, yeah. Hold R . I used MinGW. I'll provide a patch tomorrow some time. I just used SDL timing stuff as a quick crutch to get it working, but the proper way to do it for better accuracy would be to use the Windows performance counter, ...
- Fri Nov 29, 2013 1:25 am
- Forum: NESemdev
- Topic: Nesalizer WIP on github
- Replies: 11
- Views: 7569
Re: Nesalizer WIP on github
What environment did you use by the way? Cygwin? If you have a patch ready I could add it along with some instructions in the README for a Windows build. 
- Fri Nov 29, 2013 1:21 am
- Forum: NESemdev
- Topic: Nesalizer WIP on github
- Replies: 11
- Views: 7569
Re: Nesalizer WIP on github
Good work! Playing Mega Man 2. My main box here is Windows so I had to do a little hacking around in the code, especially the timing code since there is no clock_nanosleep or timespec in Win32... but all seems good. Thanks, and cool that you took the time to port it :beer:! I suspected there wouldn...
- Fri Nov 29, 2013 12:23 am
- Forum: NESemdev
- Topic: Nesalizer WIP on github
- Replies: 11
- Views: 7569
Re: Nesalizer WIP on github
Now supports rewinding, and also does a proper reversal of the audio as a gimmick. Thanks to Blargg for helping me find a neat way to do this with blip_buf! A demonstration is available on Youtube . It slaughters the video quality a bit, so I also put it on Dropbox . I picked a game where I was sure...
- Wed Nov 27, 2013 9:55 pm
- Forum: NESemdev
- Topic: Video encoding formats/libraries
- Replies: 7
- Views: 3938
Re: Video encoding formats/libraries
The most versatile choice is probably the ffmpeg library, but there's a hell of a learning curve to it. I've used it in a project before, and even simple decoding took a while to figure out. Like, a couple days. If you're just going to target Windows, check out the DirectShow or VFW APIs for encodi...
- Fri Nov 22, 2013 8:01 am
- Forum: General Stuff
- Topic: Console ports that are better than their arcade counterpart
- Replies: 19
- Views: 7663
Re: Console ports that are better than their arcade counterp
Haven't played the arcade version, but just from looking at Youtube videos the console version of Punch-Out!! seems superior. The larger player and wireframe makes things too cluttered in the arcade version.
- Tue Nov 19, 2013 2:44 pm
- Forum: NESemdev
- Topic: 6502 Illegal Opcodes
- Replies: 29
- Views: 11511
Re: 6502 Illegal Opcodes
Just tested Visual6502 and SXA, 9E doesn't increment that high byte of the argument by 1. Visual6502 DataBus = (X & ((temp >> 8) + 0)); What we are told DataBus = (X & ((temp >> 8) + 1)); What's temp there? If it's the target address (after the high address byte has been corrected), then it...
- Tue Nov 19, 2013 2:24 pm
- Forum: NESemdev
- Topic: 6502 Illegal Opcodes
- Replies: 29
- Views: 11511
Re: 6502 Illegal Opcodes
I just threw this in visual 6502: LDX #$FF LDY #$80 .byte $9E, $80, 0 And it stored 1 to $0100, and took 5 cycles. I then threw this is visual 6502: LDX #$FF LDY #$40 .byte $9E, $80, 0 And it stored 1 to $00C0, and took 5 cycles. So ... dunno?? Looks correct. Both the value (of X in this case) and ...
- Tue Nov 19, 2013 1:58 pm
- Forum: NESemdev
- Topic: 6502 Illegal Opcodes
- Replies: 29
- Views: 11511
Re: 6502 Illegal Opcodes
The behavior of 9C and 9E depends on whether you get a page crossing or not, see viewtopic.php?f=3&t=3831&start=30#p113343 . Should probably add to the wiki. 
- Tue Nov 19, 2013 10:24 am
- Forum: NESemdev
- Topic: 6502 Illegal Opcodes
- Replies: 29
- Views: 11511
Re: 6502 Illegal Opcodes
And yeah, it would be nice there were agreed-upon mnemonics. I probably have a mix of them from different sources.
- Tue Nov 19, 2013 10:19 am
- Forum: NESemdev
- Topic: 6502 Illegal Opcodes
- Replies: 29
- Views: 11511
Re: 6502 Illegal Opcodes
Another document you should be aware of is http://www.ffd2.com/fridge/docs/6502-NMOS.extra.opcodes . I used that one along with the one you linked when I implemented the unofficial opcodes. IIRC, the 6502-NMOS.extra.opcodes version tends to be correct for instructions where they differ. The instruct...