Hello Rahsennor. This looks very good! Idk about windows but it works on wine..
I have a question for you, Is this open source?
Search found 20 matches
- Mon Jul 25, 2016 5:20 pm
- Forum: NESemdev
- Topic: repeat NSF player
- Replies: 14
- Views: 17519
- Sun Jul 17, 2016 10:28 am
- Forum: NESemdev
- Topic: [SOLVED] Emulating Mapper 225 (64-in-1 rom) question.
- Replies: 3
- Views: 2837
Re: [SOLVED] Emulating Mapper 225 (64-in-1 rom) question.
I tried them a little and they looked OK! Thanks Zepper!
- Thu Jul 14, 2016 8:58 am
- Forum: NESemdev
- Topic: Blargg apu_tes.nes 2-len_table failed test 2 of 8
- Replies: 1
- Views: 2499
Re: Blargg apu_tes.nes 2-len_table failed test 2 of 8
Yeah i remember failing that test. Basically you need to copy the values from the wiki. if those values doesn't make your emulator pass the test test, then something is wrong with your implementation. Log how the length counter is decremented and maybe you will find some hints there. Myself I had A ...
- Sat Jun 04, 2016 11:43 am
- Forum: NESemdev
- Topic: Battletoads lvl 2 and Megaman 5 fixed for O-Nes-Sama
- Replies: 8
- Views: 5273
Re: Battletoads lvl 2 and Megaman 5 fixed for O-Nes-Sama
Again, everybody feel free to correct me if i'm wrong. @Zepper I think it depends totally on how your emulator works, specially how you programmed the synchronization between PPU and CPU. At least for us, the scanline starts from tick 0 as you do too. Because how the synchronization works in our emu...
- Thu Jun 02, 2016 6:36 pm
- Forum: NESemdev
- Topic: Battletoads lvl 2 and Megaman 5 fixed for O-Nes-Sama
- Replies: 8
- Views: 5273
Re: Battletoads lvl 2 and Megaman 5 fixed for O-Nes-Sama
@zeroone We have been trying test ROMs and everything is passing, except for the ones that test not-yet-implemented features, (apu, sprite overflow, unofficial opcodes). Basically tests that were passing are still passing. @zepper I tried that game and the adjustment fix that game for us, now the ga...
- Thu Jun 02, 2016 11:47 am
- Forum: NESemdev
- Topic: Battletoads lvl 2 and Megaman 5 fixed for O-Nes-Sama
- Replies: 8
- Views: 5273
Battletoads lvl 2 and Megaman 5 fixed for O-Nes-Sama
Hello guys! I hope I have some good news here! We finally managed to fix Battletoads level 2 and Megaman 5 issues with our emulator! Just yesterday Foomarumota and myself got together to check a "simple" issue with Megaman 5 that was causing a shaking bar when selecting a stage, we thought...
- Thu May 05, 2016 8:55 am
- Forum: NESemdev
- Topic: G.I. Joe (U) emulation problems
- Replies: 15
- Views: 13263
Re: G.I. Joe (U) emulation problems
@koitsu I read both wiki articles and i couldn't find an explicit mention to the $2001 or disabling/enabling/checking "show sprites". So according to what I understood is that, at the beginning the sprite evaluation set everything to $FF and then when "Sprites found to be within range...
- Wed May 04, 2016 5:58 pm
- Forum: NESemdev
- Topic: G.I. Joe (U) emulation problems
- Replies: 15
- Views: 13263
Re: G.I. Joe (U) emulation problems
Hello guys, thanks for all your support! We found what was the cause of all this. I hope this thread would help newcomers to find what is wrong with their emulators! The OAMs fetches were not working when the OAMs were disabled . So we didn't see it when running other games, and tests would pass, an...
- Mon Apr 18, 2016 7:10 pm
- Forum: NESemdev
- Topic: G.I. Joe (U) emulation problems
- Replies: 15
- Views: 13263
G.I. Joe (U) emulation problems
Hello guys! It's been a while since my last post! We have been doing a lot recently in our Emulator, I hope soon we can make a source code release! Ok, here is the thing, Foomarumota and I have been having trouble emulating this Game called G.I. Joe. At the beginning I thought it was a Mapper proble...
- Wed Dec 16, 2015 10:03 pm
- Forum: NESemdev
- Topic: CPU timing precision
- Replies: 69
- Views: 25543
Re: FineX, FineY and zero hit
@Zepper
Sorry for the misunderstanding, we pass suppression test, what we are not passing is 07-NMI_on_timing test.
Wow! I wasn't expecting this!
Very interesting...
What about Nestopia?? I tested both bart and battletoads and both does works as expected.
Sorry for the misunderstanding, we pass suppression test, what we are not passing is 07-NMI_on_timing test.
Wow! I wasn't expecting this!
What about Nestopia?? I tested both bart and battletoads and both does works as expected.
- Mon Dec 14, 2015 3:01 pm
- Forum: NESemdev
- Topic: CPU timing precision
- Replies: 69
- Views: 25543
Re: FineX, FineY and zero hit
Hello guys, thank you for all the support so far! we were checking battletoads and it does hangs sporadically using whatever delay value. So we will spend some time to debug it. (in fact, program the save state module, make the debugger capable to debug this, and check everything, cpu and ppu) :wink...
- Sat Dec 12, 2015 1:53 pm
- Forum: NESemdev
- Topic: CPU timing precision
- Replies: 69
- Views: 25543
Re: FineX, FineY and zero hit
Yes, and the ppu passes the odd/even tests.
- Fri Dec 11, 2015 2:31 pm
- Forum: NESemdev
- Topic: FineX, FineY and zero hit
- Replies: 6
- Views: 5118
Re: FineX, FineY and zero hit
Finally! Thank you guys, finally i could get through all the rendering stuff and the zero hit finally is working too! Even i could run battletoads! I'm so impressed!! :D Thank you you all guys, for your support. :beer: Now the thing is that if i use 2 ticks of delay Bart vs space mutants shakes the ...
- Wed Dec 09, 2015 11:50 am
- Forum: NESemdev
- Topic: FineX, FineY and zero hit
- Replies: 6
- Views: 5118
Re: FineX, FineY and zero hit
Thank you so much Disch! Ok my doubt about the oams it's cleared. but I will need to check that glitchy behavior further because right now i couldn't understand it, XD I started implementing this fineX and fineY thingy and so far i could get it work! (i'm missing the palette shift registers right no...
- Tue Dec 08, 2015 3:31 pm
- Forum: NESemdev
- Topic: FineX, FineY and zero hit
- Replies: 6
- Views: 5118
Re: FineX, FineY and zero hit
Thanks for the quick reply Tepples! I read it at the very moment you posted it, but I didn't understand it, so that's why it took me so long to reply, sorry. I didn't want to sound noob by asking something that is documented already or something already explained.. The most accurate way is to actual...