Search found 36 matches

by Ti_
Sun May 14, 2017 1:16 am
Forum: NESdev
Topic: Nine sprites overflow doesn't work in the beginning
Replies: 54
Views: 14620

Re: Nine sprites overflow doesn't work in the beginning

Some other glithces (on this ppu version?): If a new frame starts while rendering been off somewhere in previous frame, some of sprites flashes: https://yadi.sk/i/ic0hpjsT3J8A8J Which of sprites depends on time where it has been off, when sprdma starts, and slightly by a chip temperature. Games wher...
by Ti_
Mon May 01, 2017 10:27 pm
Forum: NESdev
Topic: Nine sprites overflow doesn't work in the beginning
Replies: 54
Views: 14620

Re: Nine sprites overflow doesn't work in the beginning

roms: https://yadi.sk/d/p1_zFOK43HXiZH (if you turn on after 1 hour been off, you may need to wait about 3-5 minutes to see changes). you need to turn off power at least for 1minute to see effects goes back. (roms oam_addr_80 and oam_dma_80) What's the specific PPU version in your videos? RP2C02E-0
by Ti_
Mon May 01, 2017 12:44 pm
Forum: NESdev
Topic: Nine sprites overflow doesn't work in the beginning
Replies: 54
Views: 14620

Re: Nine sprites overflow doesn't work in the beginning

rainwarrior wrote: OAM Decay is definitely affected by temperature.
I gave links for same thing as "oamaddr bug" option in mesen emulator, not oam decay.
by Ti_
Mon May 01, 2017 8:13 am
Forum: NESdev
Topic: Nine sprites overflow doesn't work in the beginning
Replies: 54
Views: 14620

Re: Nine sprites overflow doesn't work in the beginning

If the game is already playing for some seconds and you only check for the sprite overflow then , it never freezes. Some things depends on chip temperature: If set spr adr to $80 instead of $00 before doing sprites dma. bugs happens, but disappears after some time (on famicom model hvc-102): https:...
by Ti_
Thu Feb 05, 2015 1:44 pm
Forum: NESdev
Topic: Character RAM data write
Replies: 17
Views: 5151

Re: Character RAM data write

No, from what I recall Battletoads just has a block of LDA imm / STA $2007 in RAM, and updates the immediate values as needed. If you want to know the details, though, it's easy to just take a look in a debugger. Actually, Battletoads has a block of LDY PTR,X STY $2007 (16 times) in RAM (about 110 ...
by Ti_
Sat Oct 11, 2014 5:32 am
Forum: NESdev
Topic: test rom 'scanline -1'
Replies: 14
Views: 3928

Re: test rom 'scanline -1'

Zepper wrote:Is the PPU address (loopy_v) incremented when rendering is disabled?
When rendering disabled you can write at any time. :D Address only auto-incremented on each write on +1 or +32.
by Ti_
Sat Oct 11, 2014 2:15 am
Forum: NESdev
Topic: test rom 'scanline -1'
Replies: 14
Views: 3928

Re: test rom 'scanline -1'

I don't think that rendering ON would change the $2007 behaviour on reads. How so? Plus, on $2007 writes, the PPU updates Y and X scroll bits at same time if rendering is enabled, but is the value written ignored so far??? the fact is emulators allow writes (or shows incorrect result), while hardwa...
by Ti_
Fri Oct 10, 2014 12:19 pm
Forum: NESdev
Topic: test rom 'scanline -1'
Replies: 14
Views: 3928

Re: test rom 'scanline -1'

Hmm... so, you mean writes to $2007 (scanline -1, rendering OFF), but what about reads? No writes are allowed at PPU $0000-$3FFF, or only at $2000-$3EFF??? Test does some reads too... About $0000-$1FFF I don't know it doesn't check because mapper is NROM. But because ppu address changed + on each a...
by Ti_
Thu Oct 02, 2014 2:01 am
Forum: NESdev
Topic: test rom 'scanline -1'
Replies: 14
Views: 3928

Re: test rom 'scanline -1'

I've uploaded updated rom, some fixes to match Quietust results, previous rom renamed.
by Ti_
Tue Sep 30, 2014 1:46 pm
Forum: NESdev
Topic: test rom 'scanline -1'
Replies: 14
Views: 3928

Re: test rom 'scanline -1'

Just tried this on my CopyNES CNRAM cart, and I get different results every time I reset. These are the different results I've managed to get so far: 112 12 / 124 24 / 134 34 / 156 56 / 1FF FF / 3D5 D5 / 7D1 D1 / FAIL 124 12 / 154 54 / 3D1 D1 / 3D2 D2 / 3D3 D3 / 540 40 / 7D0 D0 / 4 124 12 / 178 78 ...
by Ti_
Thu Sep 25, 2014 1:40 pm
Forum: NESdev
Topic: test rom 'scanline -1'
Replies: 14
Views: 3928

Re: test rom 'scanline -1'

Emulators have problems, not me. :D (I've already fix my problems).
I've just want to know is test works fine on hardware , and for authors of 'accurate' emulators too see difference, and maybe they will try to make them more accurate.
by Ti_
Wed Sep 24, 2014 4:44 am
Forum: NESdev
Topic: test rom 'scanline -1'
Replies: 14
Views: 3928

test rom 'scanline -1'

I don't know, maybe it's already exist, but I want to made my own test rom.
If someone can test it on hardware please post you results here.
The details readme of usage included in archive.
by Ti_
Thu Sep 11, 2014 7:34 am
Forum: NESdev International
Topic: NESEmDev - Russian
Replies: 51
Views: 64755

Re: NESEmDev - Russian

Кто подумал что ничего не сделано, кое-что ещё есть, и думаю ещё будет для демки:

Пушки и стены:
http://www.youtube.com/watch?v=G7aCAy1-70c
by Ti_
Tue Sep 09, 2014 10:52 pm
Forum: NESemdev
Topic: Which is the Most Accurate NES Emulator?
Replies: 20
Views: 6437

Re: Which is the Most Accurate NES Emulator?

Nintedulator helps me to find bug ,when I sent data on scanline '-1' without screen off. , so I vote for it. :beer:
by Ti_
Fri Sep 05, 2014 7:12 am
Forum: NESdev
Topic: Tile encoder/decoder
Replies: 83
Views: 59232

Re: Tile encoder/decoder

tepples wrote:And the same thing in tab-separated values for people who happen not to have Microsoft Office installed:
I've used spread32 , it's 1Mb size. :beer: