Search found 174 matches

by ReaperSMS
Tue Jun 01, 2010 9:38 pm
Forum: NESemdev
Topic: MMC3 (again) -- and/or general IRQ timing issues?
Replies: 24
Views: 9885

Verilog would probably look something like so: wire irq; assign irq = irq_en & ~|counter; assign reset_count = reset_latch | ~|counter; // reset_latch should be set on C001 writes, cleared on irq_check always @(posedge clk) if (irq_check) if (reset_count) counter <= latch; else counter <= counte...
by ReaperSMS
Sun May 30, 2010 1:34 am
Forum: NESemdev
Topic: MMC1 reset (and other) questions
Replies: 7
Views: 2878

You're a bit off on that assumption. While the bits are set, ROMs smaller than 256 KB simply ignore the upper address lines, because they don't have them. You'll get the last 16k bank in the rom, assuming it's <= 256KB and a power of two, which it will be for anything other than those 512KB dragon w...
by ReaperSMS
Fri Apr 30, 2010 1:56 pm
Forum: NESdev
Topic: Is it possible to play a cart on an emulator?
Replies: 22
Views: 8400

The add-on chips (SuperFX, SA-1) would be pretty much impossible to interface to properly through a cart adapter, given the aforementioned port rate issues. Merging the video from a SuperFX in properly would also be a goddawful mess, as that's going to be running even faster. For anything else, the ...
by ReaperSMS
Fri Apr 30, 2010 1:30 am
Forum: NESdev
Topic: Is it possible to play a cart on an emulator?
Replies: 22
Views: 8400

The vast majority of the CPU time bsnes uses does not have to do with the cartridge. I'd go out on a limb and suggest that cartridge mapping emulation (outside of ones using the SA-1, or SuperFX) is almost completely negligible compared to PPU/SPC-700 time.
by ReaperSMS
Thu Apr 29, 2010 6:18 pm
Forum: NESdev
Topic: Is it possible to play a cart on an emulator?
Replies: 22
Views: 8400

and polling the IRQ line properly and broadcasting *every* ppu access over the thing to keep the MMC3 counter correct and toggling M2 at 1.79MHz to keep the various cpu cycle based counters working etc Some sort of magical add-in card might do it, but there'd be a lot of complications to get sorted ...
by ReaperSMS
Thu Apr 29, 2010 3:30 pm
Forum: NESdev
Topic: Is it possible to play a cart on an emulator?
Replies: 22
Views: 8400

I don't think you can run the pport things fast enough for that to really be viable, short of dumping it to memory ahead of time, which'd require knowing the mapper numbers.

Supporting IRQs properly probably isn't doable either, especially MMC3 ones.
by ReaperSMS
Wed Apr 28, 2010 12:03 pm
Forum: NESemdev
Topic: Understanding overflow flag for ADC on the 6502
Replies: 17
Views: 35202

Your table calculations are wrong, as you forgot the ! in Bnu's. Disch's, in english, is (overflow if the sign of the result does not match the sign of either input), Bnu's is (overflow if the sign of the inputs are the same, and do not match the sign of the result). for the case of FF+00+0, result ...
by ReaperSMS
Tue Apr 27, 2010 10:38 am
Forum: General Stuff
Topic: Favorite SNES sound track?
Replies: 17
Views: 6560

FF4/6, R&R Racing, Actraiser, and Super Metroid are probably my top 5. Secret of Mana, Zelda, and some of the Soul Blazer tracks filter in and out of there depending on mood.
by ReaperSMS
Tue Apr 27, 2010 12:49 am
Forum: General Stuff
Topic: SNES vs. Genesis audio
Replies: 65
Views: 23180

(disclaimer: I am a sega hating ninty fanboy, ignoring the dreamcast, for it was awesome) Square and Enix's SNES games are pretty much the pinnacle of pointing out why the genesis (and it's pathetic SMS-class audio) sucked. A slightly more equitable take would be that the SNES was good at orchestral...
by ReaperSMS
Mon Apr 26, 2010 11:16 am
Forum: General Stuff
Topic: SNES vs. Genesis audio
Replies: 65
Views: 23180

The SNES did use sampled sounds for it's audio, the SPC is a wavetable chip. It does orchestral stuff a lot better than the Genesis, which just had an FM chip, which was a lot more bloopy.
by ReaperSMS
Sat Apr 24, 2010 10:39 am
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

Overclocked and stuffed to the gills with a zillion handy instructions.

For CV3, there were also the gears in the clocktower, which is probably about as far as half the population ever got >.>
by ReaperSMS
Sat Apr 24, 2010 12:33 am
Forum: General Stuff
Topic: This has got to be a joke... (NES Rom Maker)
Replies: 37
Views: 16510

Good god, someone even less coherent than jargon... I lost braincells in that first paragraph :(
by ReaperSMS
Fri Apr 23, 2010 9:38 am
Forum: Membler Industries
Topic: experimental NES multicore architecture
Replies: 10
Views: 27353

6502 multiprocessing has a number of issues that will complicate the hell out of it, the atomic bus issue is only one of them. The 2A03 lacks an external RDY line, so there's no way to stall the CPU out in the case of a conflict. There's also no SYNC line, so you can't easily detect instruction fetc...
by ReaperSMS
Thu Apr 22, 2010 8:23 pm
Forum: NESemdev
Topic: cpu V flag
Replies: 12
Views: 8471

Please, let the dead threads lie. What did they ever do to you?
by ReaperSMS
Thu Apr 22, 2010 9:40 am
Forum: General Stuff
Topic: The Wii VC NES palette
Replies: 18
Views: 6549

It's still 480p, it just doublescans every scanline.