Search found 1074 matches

by Oziphantom
Fri Feb 26, 2021 6:34 am
Forum: General Stuff
Topic: question about systems that support PAL60 systems
Replies: 13
Views: 335

Re: question about systems that support PAL60 systems

yeah I keep getting PAL-M and PAL-N mixed up :roll:

Isn't NTSC 4.43 a standard though? NTSC-J.
by Oziphantom
Fri Feb 26, 2021 5:07 am
Forum: General Stuff
Topic: question about systems that support PAL60 systems
Replies: 13
Views: 335

Re: question about systems that support PAL60 systems

tokumaru wrote:
Fri Feb 26, 2021 4:28 am
BTW, what's the difference between PAL 60 and PAL-M?
From what Lidnariq is saying.
PAL-60 480 lines
PAL-M 576 lines

ie. PAL-M has all the benefits of PAL at 60fps, PAL-60 gives you NTSC with better colour at 60fps.
by Oziphantom
Fri Feb 26, 2021 5:03 am
Forum: SNESdev
Topic: Harvest Moon SNES
Replies: 1
Views: 74

Re: Harvest Moon SNES

for example **************************************** * SUBROUTINE * **************************************** SUB_858bb0 XREF[1] 8584d4(c) 858bb0 C2 30 REP #$0x30 A16 XY16 858bb2 48 PHA 858bb3 A5 9F LDA <$offset DAT_7e009f = ?? 858bb5 29 40 AND #$0x40 00 858bb8 F0 14 BEQ $LAB_858bce 858bba 80 08 BRA ...
by Oziphantom
Fri Feb 26, 2021 2:42 am
Forum: SNESdev
Topic: Harvest Moon SNES
Replies: 1
Views: 74

Harvest Moon SNES

So I started digging into the "Holy Grail" Tokimeki Memorial but found the tools lacking, so I've gone back to Harvest Moon which I have done a fair amount of digging in before to get my base line tools up and working before tackling TM. However going from TM to HM is a hell of a drop in code qualit...
by Oziphantom
Fri Feb 26, 2021 2:34 am
Forum: General Stuff
Topic: question about systems that support PAL60 systems
Replies: 13
Views: 335

Re: question about systems that support PAL60 systems

PAL 60 nominally is, NTSC scan lines for PAL frames. The example of this is the DREAN VIC-II chip. clocks per line lines NTSC 65 263 PAL 63 312 DREAN 65 312 So you run a full frame but at the NTSC pixel clock. There is also NTSC 4.43 which is kinda PAL60 in the Japanese wanted to keep alignment with...
by Oziphantom
Fri Feb 19, 2021 12:52 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 144
Views: 52653

Re: SNES Doom Source Released! Now What?

oh that is the MD version, my bad.
by Oziphantom
Fri Feb 19, 2021 12:50 am
Forum: NESdev
Topic: How to organize code? ("good code")
Replies: 12
Views: 645

Re: How to organize code? ("good code")

fair, my wording is poor.
by Oziphantom
Thu Feb 18, 2021 9:55 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 144
Views: 52653

Re: SNES Doom Source Released! Now What?

load it up in MESEN and look at the even viewer should make it clear as day what it writes and how much.
by Oziphantom
Thu Feb 18, 2021 9:54 pm
Forum: NESdev
Topic: How to organize code? ("good code")
Replies: 12
Views: 645

Re: How to organize code? ("good code")

Nested NMI ISRs is no problem as long as the registers are saved on the stack. The only way an IRQ will cut in on an ISR, either an IRQ or an NMI ISR, is if you have a CLI instruction in the ISR. There is sometimes a place for this, but it's not common. The status register is saved in the interrupt...
by Oziphantom
Thu Feb 18, 2021 3:10 am
Forum: Newbie Help Center
Topic: BRK masking bug and reliability of B pseudoflag
Replies: 35
Views: 1789

Re: BRK masking bug and reliability of B pseudoflag

with a massive const cost of the decoder, the table and you now have to run all of your code from the 2K or RAM so you need to unpack run unpack run.
by Oziphantom
Wed Feb 17, 2021 11:45 pm
Forum: GBDev
Topic: Shitty 2.5D - PoC
Replies: 3
Views: 329

Re: Shitty 2.5D - PoC

You can double buffer anything. So in this case you double buffer the tile set. Looking it up you need 340 chars for a "bitmap screen" and there is not room for 2 sets. So you would have to have a working set in RAM and then copy over multiple frames to VRAM. Which will give you tearing but should s...
by Oziphantom
Wed Feb 17, 2021 11:31 pm
Forum: GBDev
Topic: Shitty 2.5D - PoC
Replies: 3
Views: 329

Re: Shitty 2.5D - PoC

You are most probably taking longer than a frame to draw the frame and hence you get flicker. You will need to double buffer, and you can them use memset to clear it rather than draw over the lines again. But doing all of this in C with actually multiplies don't expect anything over low single digit...
by Oziphantom
Wed Feb 17, 2021 10:46 pm
Forum: Newbie Help Center
Topic: BRK masking bug and reliability of B pseudoflag
Replies: 35
Views: 1789

Re: BRK masking bug and reliability of B pseudoflag

Here is the VICE test that, tests the B flag and shows that a BRK can abort an NMI https://sourceforge.net/p/vice-emu/code ... cpu_bugs.s
by Oziphantom
Wed Feb 17, 2021 9:05 am
Forum: Newbie Help Center
Topic: BRK masking bug and reliability of B pseudoflag
Replies: 35
Views: 1789

Re: BRK masking bug and reliability of B pseudoflag

It was two CIA timers, one IRQ and one NMI. NMI runs the main splits, the IRQ runs the Sample playback. It was on VICE so it could be that VICE allows the NMI to be aborted as well, which the hardware might not. But VICE tends to have done a lot of research into these things, or find the edge case b...