Search found 42 matches

by janzdott
Tue Jan 14, 2014 3:51 pm
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

I just rewrote my CPU from the ground up, to make sure there were no bugs. It's also 100% cycle-accurate now, including the instructions that add 1 cycle when crossing page boundaries. Every read/write triggers 3 PPU cycles. It's hardcoded to 3 right now, but I'll add the option for switching to PAL...
by janzdott
Fri Jan 10, 2014 11:38 pm
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

I do only set v on the pre-render line when rendering is on. I have all of my rendering code (except for the vBlank flag set/reset and the NMI interrupt) inside an if statement that checks if rendering is enabled. Rendering is enabled if bits 3 or 4 are set in PPUMASK. It still increments the dot an...
by janzdott
Fri Jan 10, 2014 9:57 pm
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

Here's what the problem is. I was unable to solve it correctly, but I fixed it temporarily with a hack. When leaving the title screen and entering the first level, the games must replace the nametable data. They don't finish writing the nametable data before the end of vBlank. Once rendering starts,...
by janzdott
Fri Jan 10, 2014 3:53 pm
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

I have a problem that I can't figure out, and it's driving me absolutely crazy. :x If anyone could help me, I would very very much appreciate it. I started emulating the v, t, x and w registers for the PPU. I'm not yet using them during rendering at all. I'm only using them when reading or writing $...
by janzdott
Fri Jan 10, 2014 1:16 am
Forum: NESemdev
Topic: New Voxel Engine for FCEUX
Replies: 10
Views: 4059

Re: New Voxel Engine for FCEUX

This is awesome! I love voxels. I started a small Minecraft clone, and made a 3D sculptor using the marching cubes algorithm. I tried to think of other cool things to do with them, but failed to come up with any ideas. This is a great idea though. I really like it :D
by janzdott
Thu Jan 09, 2014 11:07 pm
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

Ah, that makes sense. I'll add a check to make sprites with an x position of 0xFF clear. And yeah, it's doing the nametable and attribute fetching correctly, where it wraps around to the next scanline. I just didn't do the same with the pattern fetches. That's why it draws the correct tiles on the l...
by janzdott
Thu Jan 09, 2014 11:03 am
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

Alright, that's what I thought. Getting the timing right for that is gonna suck. And the big day's finally here guys! I added controls and I can now play games on my emulator :D I was too lazy to fix the leftmost 2 tiles. It's just a matter of adding an if statement to check the dot an increment the...
by janzdott
Thu Jan 09, 2014 10:09 am
Forum: Homebrew Projects
Topic: Armed For Battle - real time strategy for NES
Replies: 56
Views: 28829

Re: Armed For Battle - real time strategy for NES

That's cool. I live a couple minutes outside of Madison, so it's that's only an hour drive. Are there people there that would be interested in hiring a programmer? Unfortunately I don't have a degree yet, gonna go to college next year.
by janzdott
Thu Jan 09, 2014 9:54 am
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

So that's not how splitscreen works? I don't know anything about scrolling yet. Once I do controls, I'll do scrolling. Is Excitebike a good one to start with? My rom gets to the demo screen and doesn't show sprites, but I'm guessing that's because I haven't added scrolling yet.
by janzdott
Thu Jan 09, 2014 8:37 am
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

I've done my PPU timing exactly how the diagram shows, which is important for things like splitscreen right? Does the game just count cycles from vBlank and change the scroll half way through the scanline? And good news, I got sprites working last night! Was much easier than I thought it would be. I...
by janzdott
Wed Jan 08, 2014 11:30 pm
Forum: Homebrew Projects
Topic: Armed For Battle - real time strategy for NES
Replies: 56
Views: 28829

Re: Armed For Battle - real time strategy for NES

Impressive. I like it. I'm also working on an RTS, but it's for Android.
by janzdott
Wed Jan 08, 2014 11:24 pm
Forum: General Stuff
Topic: What do you guys do for work?
Replies: 70
Views: 25456

Re: What do you guys do for work?

I graduated high school 2 years ago. Had a good but temporary job at a utility company. Got laid off. I'm gonna go to college for computer science. Not sure where I'm gonna go yet, though.
by janzdott
Wed Jan 08, 2014 11:20 pm
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

"Super Mario Bros. is probably the hardest game to emulate among the most popular NROM games, which are generally the first targets against which an emulator author tests his or her work. It relies on JMP indirect, correct palette mirroring (otherwise the sky will be black; see PPU palettes), s...
by janzdott
Wed Jan 08, 2014 10:40 pm
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

By writing to CHR-ROM, I don't mean its SUPPOSED to be doing that haha :wink: There's a bug in my emulator somewhere causing it to do that. I'm not sure if it's a CPU or PPU problem. I tried for a while to find what's causing it, but it's not easy to track down. My emulator throws exceptions when wr...
by janzdott
Wed Jan 08, 2014 4:13 pm
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36541

Re: First steps in writing an emulator

Yep lol. I had to leave right away, so I didn't have time to fix it before I posted the screens. I started working on sprite evaluation, so I should have sprites showing up soon. Probably by tomorrow if I feel like programming later tonight :D