Search found 70 matches
- 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...
- 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 ...
- 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 ...
- 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) ...
- 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...
- 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...
- 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...
- 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 ?) ...
- 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
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
- 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...
- 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 !
Thanks !
- 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...
- 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 !
Thanks !
- Fri Oct 30, 2015 11:05 am
- Forum: GBDev
- Topic: GB stat Timings
- Replies: 14
- Views: 6929
Re: GB stat Timings
Anyone ? 
- 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...