That's really useful information !!! Thank you so much,
As to why I couldn't find that reset vector while searching, well, let's say I screw up and opened DK in the NES debugger, and opened DK jr in the hex editor .. =D
Search found 70 matches
- Thu Aug 04, 2016 2:09 pm
- Forum: NESemdev
- Topic: Starting with NES emulation, simple question about booting
- Replies: 6
- Views: 3200
- Thu Aug 04, 2016 1:36 pm
- 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 I've read most of those pages. Still can't get it, I searched the rom for "9E C7" with a hex editor and couldn't find it. So where is it supposed to be ? Also, that DK rom has a size of 0x6000. Am I supposed to map it entirely to 0x8000 - 0xFFFF ? I read that these older games, maps th...
- Thu Aug 04, 2016 8:53 am
- Forum: NESemdev
- Topic: Starting with NES emulation, simple question about booting
- Replies: 6
- Views: 3200
Starting with NES emulation, simple question about booting
Hi ! Sorry for this very noobish question, I just took some time from my almost complete GB emulator, and wanted to try some NES stuff. I just started reading documentation, played with FCEUX debugger, and tried to understand about this reset vector, that when read, the program counter is assigned t...
- Tue Jul 26, 2016 6:39 am
- Forum: GBDev
- Topic: Timing of LYC==0
- Replies: 4
- Views: 3862
Re: Timing of LYC==0
I guess nobody truly knows, What I've seen implemented in some emulators is that ly = 0 when the LCD is just turned on has 456 cycles and when it hits VBLANK, ly = 0 has that double timing behaviour (456 * 2). I have it like that on my emu, but my interrupt code is a mess. Not really sure if theres ...
- Tue Jul 26, 2016 6:36 am
- Forum: GBDev
- Topic: Question about MoonEye test
- Replies: 14
- Views: 7784
Re: Question about MoonEye test
The game has lots of weird programming choices. On startup for example, the game will attempt to erase the graphic memory (area 0x8000 onwards) while the screen is on and not even checking the stat mode, so some of the data is not erased. It looks like the original developers just made it work witho...
- Tue Jul 19, 2016 6:19 am
- Forum: GBDev
- Topic: Question about MoonEye test
- Replies: 14
- Views: 7784
Re: Question about MoonEye test
Nice info.
I finally had Altered Space working, but that irq blocking test still fails. So Im not really sure if I want to keep working on the PPU without accurate information, which at the moment seems nobody has it.
I will continue with the audio emulation, which is terrible on my emulator
I finally had Altered Space working, but that irq blocking test still fails. So Im not really sure if I want to keep working on the PPU without accurate information, which at the moment seems nobody has it.
I will continue with the audio emulation, which is terrible on my emulator
- Thu Jul 14, 2016 11:22 am
- Forum: GBDev
- Topic: CGB Registers FF4C and FF6C
- Replies: 8
- Views: 6617
Re: CGB Registers FF4C and FF6C
Any news on this ? Seems like an interesting find, maybe some graphic behaviour that got cancelled before release ?
- Tue Jul 12, 2016 8:56 am
- Forum: GBDev
- Topic: Question about MoonEye test
- Replies: 14
- Views: 7784
Re: Question about MoonEye test
Managed to get all timer tests passing ! That was a lot of work, but timing looks much more accurate now. Now I'm trying to understand one of your new tests, stat_irq_blocking Altered Space 3D is using all those stat 1 interrupts, and it's one of the few games which don't work ok (sprites are a mess...
- Tue Jun 28, 2016 8:16 am
- Forum: GBDev
- Topic: Help with sound emulation
- Replies: 12
- Views: 8118
Re: Help with sound emulation
Ok that's useful, I'm already getting some channel 4 noises. I have implemented the 15 bits linear feed register, and the 7 bits mode. Those are looking correct now. How about this ? NR43 FF22 SSSS WDDD Clock shift, Width mode of LFSR, Divisor code I cant understand the relation between "Clock ...
- Wed Jun 15, 2016 9:29 am
- Forum: GBDev
- Topic: Help with sound emulation
- Replies: 12
- Views: 8118
Re: Help with sound emulation
ok, after some time, I managed to get some channel 1 and 2 working. There are still some bugs and some audio delay, but I'll have to fight with them later. I wanted to start implementing channel 3 and 4. After reading that document, I don't understand any of it. Channel 3 is a wave generator, so I g...
- Sun Jun 12, 2016 5:21 pm
- Forum: GBDev
- Topic: GBVideo (Pokemon) correct emulation
- Replies: 22
- Views: 10247
Re: GBVideo (Pokemon) correct emulation
mmm, I think something is still wrong with my implementation. Look at this, first line is inverted, and the rest start with black line.
What's the correct pattern for your test ?
What's the correct pattern for your test ?
- Sat Jun 11, 2016 4:28 pm
- Forum: GBDev
- Topic: GBVideo (Pokemon) correct emulation
- Replies: 22
- Views: 10247
Re: GBVideo (Pokemon) correct emulation
Ok, fixed it by doing exactly like that, As soon as mode 3 starts, I locked the scroll X register. But it can still be writtable.
This is the result, I wonder if it's accurate enough (is it supposed to have those white blocks at the right edge ?)
This is the result, I wonder if it's accurate enough (is it supposed to have those white blocks at the right edge ?)
- Sat Jun 11, 2016 10:20 am
- Forum: GBDev
- Topic: GBVideo (Pokemon) correct emulation
- Replies: 22
- Views: 10247
Re: GBVideo (Pokemon) correct emulation
Very interesting stuff.
So the idea is, that when the LCD enters mode = 3, the scrollX gets locked ? Or should that be mode 2 ?
Just for the sake of comparisons, here's your test with my rom (also failing of course).
So the idea is, that when the LCD enters mode = 3, the scrollX gets locked ? Or should that be mode 2 ?
Just for the sake of comparisons, here's your test with my rom (also failing of course).
- Thu Jun 09, 2016 4:50 pm
- Forum: GBDev
- Topic: GBVideo (Pokemon) correct emulation
- Replies: 22
- Views: 10247
Re: GBVideo (Pokemon) correct emulation
That's awesome, I implemented it, and it looks like it works, so I'm ok with it. Another thing that some people may struggle at first, is that the rom informs in its header, that it has 2 rom banks, when in reality it has more than 300. That link had everything I needed, now back to improve other as...
- Wed Jun 08, 2016 10:21 am
- Forum: GBDev
- Topic: GBVideo (Pokemon) correct emulation
- Replies: 22
- Views: 10247
GBVideo (Pokemon) correct emulation
Hi ! I'm trying to improve my video emulation, and now only a couple of games still have issues. One of those is this video with the intro of pokemon. I read the other thread, implemented that additional OAM 2 interrupt, and it plays till the end. However, something is wrong on my tiles logic, video...