S0.nes & NMI's

Discuss emulation of the Nintendo Entertainment System and Famicom.
Muchaserres
Posts: 96
Joined: Sat Nov 13, 2004 6:25 am

S0.nes & NMI's

Post by Muchaserres »

Hi all,

While running this demo on the real thing, is the black area on SP0 hits be constant or does it flicker?

I've observed that if I remove all $2002 read trickery (necessary to pass blargg's tests), it flickers no more..

Thx.
Muchaserres
Posts: 96
Joined: Sat Nov 13, 2004 6:25 am

Post by Muchaserres »

Under my emu conditions, the program seems to read VBL flag just one PPU clock before it being set, causing the setting itself being supressed.

Now, if I remove this supression, the "black bar" on sp0 hits flickers no more, but that obviously makes my emu to fail blargg's "2.vbl_timing
" test. Nestopia, on its side, passes every test, and still shows no flicker while running s0.nes.

Any clues?

Thx.
tepples
Posts: 22993
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)

Post by tepples »

Was it my sprite 0 tester? I wrote that before much was known about the NES PPU.
Muchaserres
Posts: 96
Joined: Sat Nov 13, 2004 6:25 am

Post by Muchaserres »

It is the one by Damian Yerrick, "Sprite 0 Test", back to 2000. Did you write it? The point is that I dunno how it is expected to behave on the real deal.
tepples
Posts: 22993
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)

Post by tepples »

I am Damian Yerrick.

And neither do I know how it works on an NES. All I had back then were NESticle, LoopyNES, and NESten.
Muchaserres
Posts: 96
Joined: Sat Nov 13, 2004 6:25 am

Post by Muchaserres »

Nice to meet you! :D And thanks for the info. ;)

M.
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Jedi QuestMaster
Posts: 696
Joined: Thu Sep 07, 2006 1:08 pm
Location: United States

Post by Jedi QuestMaster »

tepples wrote:I am Damian Yerrick.
:shock:

I never knew that.

I like your NSF covers. :D