Search found 70 matches

by DarkMoe
Wed May 25, 2016 7:59 am
Forum: GBDev
Topic: Question about MoonEye test
Replies: 14
Views: 7784

Re: Question about MoonEye test

That's good to know. BGB is doing the looping FF in 0x38. I implemented those reads as 0. Since my sound emulation is still WIP, I wasn't even turning off channel 1 when the length hit 0, so that worked haha, I still added the code to reset the sound timers when FF04 is written to. Now the game boot...
by DarkMoe
Tue May 24, 2016 6:44 pm
Forum: GBDev
Topic: Question about MoonEye test
Replies: 14
Views: 7784

Re: Question about MoonEye test

Ok awesome, I managed to fix my emu, and now it can pass 6 more of your diabolic tests. I'm still failing most of the "gpu" ones, which are cumbersome. However, how about this timer related one ? https://github.com/Gekkio/mooneye-gb/blob/master/tests/acceptance/timer/rapid_toggle.s Do you ...
by DarkMoe
Tue May 24, 2016 12:01 pm
Forum: GBDev
Topic: Question about MoonEye test
Replies: 14
Views: 7784

Re: Question about MoonEye test

Wow, really ? I've been using BGB logic to lock everything, I will analyze it a little and fix it. I wonder how the anti emulator protection works for "airaki" with this logic, since it's supposed to do a DMA and then jump to bank 0. this changes everything. Thanks for your time, and your ...
by DarkMoe
Tue May 24, 2016 11:33 am
Forum: GBDev
Topic: Question about MoonEye test
Replies: 14
Views: 7784

Re: Question about MoonEye test

Yeah, I know .. I'm not reading them all at once, I have it separated it like that, and it passes blarggs instructions timings tests. This is what Im doing: execute OAM ... eventually, I reach pc = 0xFDFF: read memory: 0xE9 advance clocks read memory: 0x42 (this is wrong, I should get 0xFF in here) ...
by DarkMoe
Tue May 24, 2016 10:37 am
Forum: GBDev
Topic: Question about MoonEye test
Replies: 14
Views: 7784

Question about MoonEye test

Hi all, I've been trying to iron out some of the many bugs that my emulator still has. Fortunately, each day I manage to fix most of them, and today I think my compatibility ratio for commercial games is near 100%. I've been trying to fix edge case scenarios, so for starters, this test: https://gith...
by DarkMoe
Mon May 09, 2016 12:27 pm
Forum: GBDev
Topic: Help with sound emulation
Replies: 12
Views: 8118

Re: Help with sound emulation

Well, I'm getting closer. Still it sounds like sh*t Comparing it to the real sound, my frequencies sound really low. According to this: http://bgb.bircd.org/pandocs.htm#vramspriteattributetableoam Frequency = 131072/(2048-x) Hz So for my first note in the bios, x is 0x783. Frequency using that formu...
by DarkMoe
Tue May 03, 2016 11:57 am
Forum: GBDev
Topic: Help with sound emulation
Replies: 12
Views: 8118

Re: Help with sound emulation

Ok, that's super helpful I managed to get the 2 notes playing and the second one gets the volume lowered until muted. I created a square generator sound, but the notes are super long, and they are blocking the emulator, so new questions now: 1) I'm creating a buffer, but I really don't know which si...
by DarkMoe
Mon May 02, 2016 11:23 am
Forum: GBDev
Topic: Help with sound emulation
Replies: 12
Views: 8118

Re: Help with sound emulation

Well, I'm still super confused about sound, Here's my findings on the DMG bios rom (using BGB). FF26 set to 80 (internal value now is F0). This is turning on the sound (in your previous post, you said putting 1 to bit 7 destroyed the sounds registers, but I think it's the other way around, right ?) ...
by DarkMoe
Wed Apr 27, 2016 9:17 pm
Forum: GBDev
Topic: Help with sound emulation
Replies: 12
Views: 8118

Re: Help with sound emulation

Wow, thanks for your awesome answer !

I will read it many times, trying to get everything. And I will try that sound rom too.

Time to analyze and code, Thanks !! =D
by DarkMoe
Wed Apr 27, 2016 12:52 pm
Forum: GBDev
Topic: Help with sound emulation
Replies: 12
Views: 8118

Help with sound emulation

Hi again, I need once more the help from you masters of emulation. I managed to nail GBC, I couldn't find any visual bugs with Aladdin, Tomb Raider, Rayman and some others. So I decided it was time to add the only major feature I was missing from my emulator (and cable link, that's still pending). I...
by DarkMoe
Tue Apr 19, 2016 5:20 am
Forum: GBDev
Topic: Vram banking in CGB
Replies: 3
Views: 3529

Re: Vram banking in CGB

Brilliant ! I managed to make the CGB bios to work perfectly. Time to move to those new DMA features.

Thanks !
by DarkMoe
Mon Apr 18, 2016 8:46 pm
Forum: GBDev
Topic: Vram banking in CGB
Replies: 3
Views: 3529

Vram banking in CGB

Hi, I've been trying to add color support to my GB emulator. DMG compatibility is very high now (some window issues mostly), but I'm having a hard time with color GB. I already emulated the palette registers for bg and obj, but I can't draw anything yet. This document for example (http://gbdev.gg8.s...
by DarkMoe
Mon Nov 02, 2015 6:37 am
Forum: GBDev
Topic: GB stat Timings
Replies: 14
Views: 6929

Re: GB stat Timings

I want to know if the interrupt sequence timings is correct, as seen on my last post.

Thanks !
by DarkMoe
Fri Oct 30, 2015 11:05 am
Forum: GBDev
Topic: GB stat Timings
Replies: 14
Views: 6929

Re: GB stat Timings

Anyone ? :?
by DarkMoe
Fri Oct 23, 2015 1:08 pm
Forum: GBDev
Topic: GB stat Timings
Replies: 14
Views: 6929

Re: GB stat Timings

So this is what Im doing with interruptions: if IME is ON: Turn off IME 4 cycles 4 cycles Reset bit on memory 0xFF0F of current interrupt. Write upper byte of pc to stack 4 cycles Write lower byte of pc to stack 4 cycles Change pc to interrupt vector 4 cycles reset halted state to non halted. if IME...