Search found 70 matches
- Wed Sep 07, 2016 10:01 am
- Forum: NESemdev
- Topic: Getting right attribute tables with scrolling
- Replies: 21
- Views: 7580
Re: Getting right attribute tables with scrolling
mmm, looks like I'm not changing V on a pixel basis. However, I found something suspicious with the tile fetching. So, according to that wiki, I'm storing first and second tiles on PPU cycles 328 and 336 of previous scanline (same for attributes), and then tile 3 at 8 cycles of current scanline, til...
- Wed Sep 07, 2016 8:58 am
- Forum: NESemdev
- Topic: Getting right attribute tables with scrolling
- Replies: 21
- Views: 7580
Re: Getting right attribute tables with scrolling
With my previous attempt , yes I tried adding and substracting, and it looked different, but still wrong. I implemented your approach as this: if ((ppuV & 64) != 64) { // 1 or 2 if ((ppuV & 2) == 2) { QUADRANT 1 quadrant = attrib & 0x03; } else { QUADRANT 2 quadrant = (attrib & 0x0C)...
- Wed Sep 07, 2016 8:45 am
- Forum: NESemdev
- Topic: Getting right attribute tables with scrolling
- Replies: 21
- Views: 7580
Re: Getting right attribute tables with scrolling
Ok that's really helpful ! I was looking for something like that.
Is that hex numbers 0x64 or decimal 64 ?
This is what it looks like using either
Is that hex numbers 0x64 or decimal 64 ?
This is what it looks like using either
- Wed Sep 07, 2016 8:38 am
- Forum: NESemdev
- Topic: Getting right attribute tables with scrolling
- Replies: 21
- Views: 7580
Re: Getting right attribute tables with scrolling
Im not 100% sure, but, the clouds attribute is coming as 0x20, that means only the third quadrant is loaded with a palette different than 0, (palette 3). So again, Im sure my quadrant logic is off. I dont know how to account for scrolling, Im using the fine scrollX to get the quadrant, but thats not...
- Wed Sep 07, 2016 8:27 am
- Forum: NESemdev
- Topic: Getting right attribute tables with scrolling
- Replies: 21
- Views: 7580
Re: Getting right attribute tables with scrolling
Yes, I'm using this one: attribute address = 0x23C0 | (v & 0x0C00) | ((v >> 4) & 0x38) | ((v >> 2) & 0x07) and it's working ok, the issue with the calculation of this: http://wiki.nesdev.com/w/index.php/PPU_attribute_tables Somehow I'm not nailing down the formula for those quadrants
- Wed Sep 07, 2016 7:47 am
- Forum: NESemdev
- Topic: Getting right attribute tables with scrolling
- Replies: 21
- Views: 7580
Getting right attribute tables with scrolling
Hi ! Me again, I've been trying to fix a bug in my emulator for 2 weeks, and I'm going crazy. You will probably laugh at my issue, since it must be very simple. When I'm making my quadrant calculations for applying colors, it works perfectly, except on games with scrolling (only tested horizontal, b...
- Tue Sep 06, 2016 8:36 am
- Forum: NESemdev
- Topic: suggest:After 2000 year, New MAPPER not using Ines Number!!
- Replies: 8
- Views: 3137
Re: suggest:After 2000 New MAPPER not using Ines Number!!
I laughed too much to this ! I really miss the times when this was a viral thingZepper wrote:MAIN SCREEN TURN ONtokumaru wrote:What?
IT'S YOU!
- Wed Aug 24, 2016 2:06 pm
- Forum: NESemdev
- Topic: MMC1 question about rendering
- Replies: 7
- Views: 2907
Re: MMC1 question about rendering
Thanks ! I just discovered my video rendering is not as good as I thought.
I will try those nrom alternatives.
Yeah I know about video ram, I have a fairly advanced GB/GBC emulator, but well .. I was confused with the NES.
Thanks everyone !
I will try those nrom alternatives.
Yeah I know about video ram, I have a fairly advanced GB/GBC emulator, but well .. I was confused with the NES.
Thanks everyone !
- Tue Aug 23, 2016 1:28 pm
- Forum: NESemdev
- Topic: MMC1 question about rendering
- Replies: 7
- Views: 2907
MMC1 question about rendering
Hi ! me again, So I'm trying to implement that official_only.nes test, that uses MMC1. I managed to get the bankmapping working with the 5 bits shift register and it looks like it works ok. What I don't understand at all, is how this impacts my rendering functions. According to the header, it has 16...
- Tue Aug 23, 2016 11:05 am
- Forum: NESemdev
- Topic: Super Mario Bros slides too much
- Replies: 14
- Views: 10303
Re: Super Mario Bros slides too much
Yes sir, Im doing all that.
I will come back with results once I can run those cpu tests, again, I need to implement MMC1.
Thanks for your help !
I will come back with results once I can run those cpu tests, again, I need to implement MMC1.
Thanks for your help !
- Tue Aug 23, 2016 10:44 am
- Forum: NESemdev
- Topic: Super Mario Bros slides too much
- Replies: 14
- Views: 10303
Re: Super Mario Bros slides too much
Ok, changed the behaviour for not wrapping that pointer. Of course this didn't fix Mario's movement but thanks
- Tue Aug 23, 2016 10:14 am
- Forum: NESemdev
- Topic: Super Mario Bros slides too much
- Replies: 14
- Views: 10303
Re: Super Mario Bros slides too much
Ok so my current logic is this: when writting to 4016, bit 0 is strobe bit. When reading 4016, I have an internal pointer that gets a bit from my buttons status, if strobe is 1, returns the current bit of the buttons (ored with 0x40, read somewhere that paperboy needed that), increment the pointer (...
- Tue Aug 23, 2016 9:08 am
- Forum: NESemdev
- Topic: Super Mario Bros slides too much
- Replies: 14
- Views: 10303
Re: Super Mario Bros slides too much
I'm trying to implement MMC1 for that test rom, since it requires it.
I'm gonna check the joypad inputs, weird since they seem to work correctly for other games. I'll see what I can find
I'm gonna check the joypad inputs, weird since they seem to work correctly for other games. I'll see what I can find
- Thu Aug 18, 2016 6:39 pm
- Forum: NESemdev
- Topic: Super Mario Bros slides too much
- Replies: 14
- Views: 10303
Super Mario Bros slides too much
Hi ! After 2 weeks of programming my first NES emulator, I managed to get Donkey Kong working, Karateka working, and probably some others. Super Mario Bros demanded lots of changes, I had to rewrite my entire video handling since the top bar keep flickering and missing sprite 0 hits, but now it work...
- Mon Aug 08, 2016 10:47 am
- Forum: NESemdev
- Topic: Starting with NES emulation, simple question about booting
- Replies: 6
- Views: 3200
Re: Starting with NES emulation, simple question about booti
yes, that was the default in HxD, great editor.
Thanks for the tip !
Thanks for the tip !