Search found 70 matches

by DarkMoe
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...
by DarkMoe
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)...
by DarkMoe
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
by DarkMoe
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...
by DarkMoe
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
by DarkMoe
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...
by DarkMoe
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!!

Zepper wrote:
tokumaru wrote:What?
MAIN SCREEN TURN ON
IT'S YOU!
I laughed too much to this ! I really miss the times when this was a viral thing
by DarkMoe
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 !
by DarkMoe
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...
by DarkMoe
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 !
by DarkMoe
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
by DarkMoe
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 (...
by DarkMoe
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
by DarkMoe
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...
by DarkMoe
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 !