Search found 11 matches

by binji
Sun Jan 21, 2018 5:53 pm
Forum: GBDev
Topic: Passing Gekkio's intr_2_mode0_timing_sprites test ROM
Replies: 1
Views: 3835

Re: Passing Gekkio's intr_2_mode0_timing_sprites test ROM

I had a slightly different solution to this, maybe it will help: https://www.reddit.com/r/EmuDev/comment ... te_timing/
by binji
Sun Jan 29, 2017 9:02 pm
Forum: GBDev
Topic: blargg's dmg_sound-2 tests in plain English
Replies: 11
Views: 7748

Re: blargg's dmg_sound-2 tests in plain English

I came back to this because I was curious about passing cgb_sound. It looks like it's actually much easier to get both to pass than I described above. The trick is to add a 6 cycle delay to the wave period whenever it is triggered. This doesn't seem to be mentioned anywhere in Gameboy_sound_hardware...
by binji
Sat Aug 06, 2016 11:25 am
Forum: GBDev
Topic: Length Counter Clarifications
Replies: 1
Views: 2667

Re: Length Counter Clarifications

OK, I'm not 100% on these answers, but my emulator does pass blargg's dmg_sound test, so I'll give it a shot: Q1: Is the "enabled flag" that's mentioned in the Wiki the same as the length enable flag in bit 6 of NRx4? No, I don't think so. It describes it as an "internal enabled flag&...
by binji
Thu Aug 04, 2016 9:22 pm
Forum: GBDev
Topic: HALT Bug
Replies: 3
Views: 4269

Re: HALT Bug

The correct behavior is actually documented in AntonioND's cycle accurate gameboy docs . It's funny, I didn't even notice that there was a test for this (strangely without source). Tried it on my emulator, and I realized I had it implemented completely wrong... but now it's fixed! Thanks for mention...
by binji
Thu Aug 04, 2016 11:00 am
Forum: GBDev
Topic: Timing of LYC==0
Replies: 4
Views: 3862

Re: Timing of LYC==0

Wilbert Pol's fork of mooneye-gb has some tests for LY=0. If these are correct, the behavior is that LY=153 lasts for just 4 cycles, then becomes LY=0, even though the mode is still VBLANK. So LY=0 actually lasts for 452 + 456 cycles. But it looks like the LY=LYC interrupt for LY=0 doesn't fire exa...
by binji
Thu Aug 04, 2016 9:59 am
Forum: GBDev
Topic: Emulator Bugs (Alleyway & Volley Fire)
Replies: 3
Views: 3471

Re: Emulator Bugs (Alleyway & Volley Fire)

Just tried Volley Fire, and I see the occasional 1-pixel glitch on the top of the rocks too. It seems to be using the LY=LYC STAT interrupt to do the scrolling rocks, which are in the BG, not sprites. I'm guessing my interrupt is off a little bit, I've seen similar issues in Super Mario Land with th...
by binji
Wed Aug 03, 2016 2:55 pm
Forum: GBDev
Topic: Emulator Bugs (Alleyway & Volley Fire)
Replies: 3
Views: 3471

Re: Emulator Bugs (Alleyway & Volley Fire)

I haven't tried Volley Fire, but IIRC Alleyway did the same thing for me. Adding some basic serial port emulation fixed it. You don't need to actually implement it fully; in my case, I just always have the remote end send 0xff, which AIUI is the value that means that the remote end is not connected.
by binji
Thu Jul 21, 2016 2:19 pm
Forum: GBDev
Topic: Question about MoonEye test
Replies: 14
Views: 7784

Re: Question about MoonEye test

I finally had Altered Space working, but that irq blocking test still fails. Weird, I wonder why? One thing I noticed while I was playing around with the timing is that sometimes the 3d isometric part works but the intro animation will be busted. For example, when the big spaceship flies in from th...
by binji
Thu Jul 14, 2016 10:46 am
Forum: GBDev
Topic: Question about MoonEye test
Replies: 14
Views: 7784

Re: Question about MoonEye test

Yeah, Altered Space works in my emulator , and I'm pretty sure stat_irq_blocking is necessary. The trickiest part about STAT I've done so far is all the stuff to make Wilbert Pol's fork of mooneye-gb's tests pass. Not sure if the tests are accurate, but assuming they are, there are many tests that j...
by binji
Fri Jun 17, 2016 1:46 am
Forum: GBDev
Topic: blargg's dmg_sound-2 tests in plain English
Replies: 11
Views: 7748

Re: blargg's dmg_sound-2 tests in plain English

Awesome, thanks! :)

Actually, this already helped me fix a dumb bug in my sprite priority code. The doc I was reading made it seem like sprite priority was a sort based on X-coordinate, then OAM index... but maybe I just misunderstood. :-|
by binji
Thu Jun 16, 2016 12:33 pm
Forum: GBDev
Topic: blargg's dmg_sound-2 tests in plain English
Replies: 11
Views: 7748

Re: blargg's dmg_sound-2 tests in plain English

I had a really hard time w/ a bunch of Blaarg's tests too (DAA was brutal), mostly because they just checksum so it's hard to know _why_ the test case is failing. For dmg_sound-2, I didn't even think to test against another emulator at first, so I was just making random changes to try to get it to w...