Search found 40 matches

by Marty
Mon Mar 31, 2008 6:22 am
Forum: General Stuff
Topic: GetLogicalFolders?
Replies: 15
Views: 6666

WIN32_FIND_DATA::dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY can be used to check whether it's a directory or not.
by Marty
Mon Mar 24, 2008 5:57 am
Forum: NESemdev
Topic: Got any tips for Early NES Emulator Development?
Replies: 108
Views: 31234

By the way, another extension I read about somewhere, but I've never tried it? (It might be MSVC-only) __assume(x < 256) MSVC-only afaik. It optimizes nicely with switch-cases if using default: __assume(0); . Doesn't seem to help much otherwise, or at least not on the 2005 edition. Still nice to ha...
by Marty
Sat Mar 15, 2008 3:22 pm
Forum: NESdev
Topic: PPU powerup/reset behavior
Replies: 25
Views: 11682

Hmmm, do you mean these fail if writes are ignored after power , or only after game is powered up normally, then reset is "pressed" in the emulator? Are those all non-US releases? They fail only when reset is pressed. On power I'm taking the off-for-more-than-20-secs route, allowing writes go throu...
by Marty
Sat Mar 15, 2008 9:28 am
Forum: NESdev
Topic: PPU powerup/reset behavior
Replies: 25
Views: 11682

Just tested a bunch of Famicom games on an emulator. Following fail to work on it if writes are ignored for a while after reset: 3E785DC3 Air Fortress 8BCDE59A Athena 2B462010 Balloon Fight DC75732F Cosmic Epsilon A5E6BAF9 Dragon Slayer 4 - Drasle Family 77DCBBA3 Eggland - Meikyuu no Fukkatsu 240C6D...
by Marty
Sat Oct 14, 2006 11:58 am
Forum: NES Hardware and Flash Equipment
Topic: New MMC1 board - HVC-SXROM
Replies: 25
Views: 16843

Pongbashi has opened up a few other MMC1 carts now. Final Fantasy I & II being one of them, turned out to be an... <drum roll>... SXROM.
by Marty
Fri Oct 13, 2006 5:59 am
Forum: NESemdev
Topic: Something on Nestopia board ($2007 write during rendering)
Replies: 9
Views: 7876

Yeah, it could be related to timing as well (but that's still risky business), resulting in VRAM address trashing. I noticed that delaying the $2007 write by 4 PPU clocks (no less) also fixes the game. Incidentally, Micro Machines will cause screen-shaking in the finished course screen if $2001 writ...
by Marty
Tue Oct 10, 2006 11:36 am
Forum: NES Hardware and Flash Equipment
Topic: New MMC1 board - HVC-SXROM
Replies: 25
Views: 16843

New MMC1 board - HVC-SXROM

While investigating why WRAM emulation in Best Play Pro Yakyuu Special wouldn't work properly, Pongbashi and I found that the cartridge uses a rather unique board labeled SXROM . I've never heard of this board before so I thought it would be interesting to post about it here. PCB shots by Pongbashi:...
by Marty
Thu Sep 28, 2006 7:36 pm
Forum: General Stuff
Topic: More dumb mapper assignment questions
Replies: 16
Views: 9595

Hmm, that mapper list has been an ongoing project between Pongbashi and me for the past several months and was initially based on my own mapper compilation (see readme.html for my emu). While I maintain my own list and Pongbashi's his (through his site), he lists more stuff along with memos and comm...
by Marty
Sat Sep 16, 2006 6:05 am
Forum: NESemdev
Topic: New File Format
Replies: 102
Views: 31963

Excellent proposal. If everyone else agrees and once all the details are in place, I'd like to get started right away. - What on earth are those PPU types ? I've never heard of that. Normally, a NES game should work with all PPU revisions, huh ? Probably, but there might differences we don't know ye...
by Marty
Mon Sep 04, 2006 12:22 pm
Forum: General Stuff
Topic: Quattro Sports BMX Simulator uses extra controller?
Replies: 13
Views: 9780

I used to rely on Windows input events for this, but since it turned out to be not-so-compatible with certain input devices, I had to start over. Here's one idea I came up with: int time_stamp = 0; int host_input; int next_input; void strobe_joypad( int frame_part ) { if (time_stamp <= frame_part) /...
by Marty
Sun Jul 09, 2006 8:32 pm
Forum: NESdev
Topic: Nestopia
Replies: 28
Views: 12235

Ah, uninitialized CPU RAM seems to be the cause. The second sprite turns up only if I let it be zero-filled after a cold boot. To fix this, just initialize it manually and everything should work. As for the reason of it working on a CopyNES, I assume it's because it does this automatically for you?
by Marty
Sat Jul 08, 2006 7:42 pm
Forum: NESdev
Topic: Nestopia
Replies: 28
Views: 12235

Have you tried it on my latest build, released yesterday?

If you have and it still doesn't work, could you send me your ROM image so I can have a look at it? martin-freij at home . se
by Marty
Sun Apr 02, 2006 6:54 am
Forum: NESemdev
Topic: Viva Las Vegas (J) problem
Replies: 6
Views: 5055

The first CHR byte is 0x00 on my copy. When I change it to 0x01 like VirtuaNES does it fixes the glitch. Not sure if that's a hack or a repairment of a bad dump though.
by Marty
Sat Apr 01, 2006 10:49 am
Forum: NESemdev
Topic: Sprite Overflow Flag Test ROMs
Replies: 15
Views: 16069

Great stuff. Got them working at last. Test #5 and #7 in 3.Obscure.nes sure had me scratching my head for quite some time though. :)
by Marty
Mon Feb 20, 2006 8:02 am
Forum: FCdev
Topic: New Mapper 102
Replies: 1
Views: 15213

Re: New Mapper 102

No, I was wrong. SUNSOFT-3R is mapper 93 (Fantasy Zone).