Search found 29 matches

by Myself086
Fri Aug 07, 2020 2:51 pm
Forum: NESemdev
Topic: Project Nested - NES emulator for SNES
Replies: 11
Views: 1397

Re: Project Nested - NES emulator for SNES

Thwaite seems to sprites issues and crashes shortly into the menus. BG looks fine though. Sprite issues are from writing $88 to $4014 (only supports $00-$07 at the moment). That could be an actual bug. It shouldn't be writing any value other than $02. What is the other code around the write to $401...
by Myself086
Mon Aug 03, 2020 6:37 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 366
Views: 160718

Re: Mesen-S - SNES Emulator

I released a NES emulator for SNES: https://forums.nesdev.com/viewtopic.php?f=3&t=20531 It works on a real SNES but I got reports that it doesn't work on Mesen-S no matter what game is loaded. I haven't tried Mesen-S myself. It may be due to some unusual code not supported. Here are some examples: -...
by Myself086
Mon Aug 03, 2020 5:06 pm
Forum: NESemdev
Topic: Project Nested - NES emulator for SNES
Replies: 11
Views: 1397

Re: Project Nested - NES emulator for SNES

The audio sounds good, the scaled-up samples are a huge improvement compared to how the emulation sounded in the old NSF player. Your code helped a lot, thank you very much! Has the emulator been tested on a "plain" flash cart yet? I noticed in HIGAN there's usually not much showing up on screen (t...
by Myself086
Thu Jul 30, 2020 10:14 pm
Forum: SNESdev
Topic: Unknown symbol...
Replies: 28
Views: 2997

Re: Unknown symbol...

I solved this on my own by first loading the SPC file halves to 7f0000-7fffff and then running the SPC loader code. The WRAM is a contiguous $10000 byte space. You can load up to 64kb of contiguous ROM when using LoROM. Use a direct or indirect 24-bit pointer (which does cross bank boundary). Let's...
by Myself086
Tue Jul 28, 2020 8:44 pm
Forum: SNESdev
Topic: SNES SRAM Test ROM
Replies: 9
Views: 505

Re: SNES SRAM Test ROM

Almost 2 years ago, I ran into a SRAM issue that had different effects on snes9x and SD2SNES. I'm using 16kb of SRAM on HiROM and the mirroring was different.

This is certainly something I could've used.
by Myself086
Sun Jul 26, 2020 8:16 pm
Forum: NESemdev
Topic: Project Nested - NES emulator for SNES
Replies: 11
Views: 1397

Re: Project Nested - NES emulator for SNES

Yes, I can look into them real quick. I see some of them on the Wiki. Concentration Room's menu look fine but selecting anything in the menus crash the emulator. The crash happens because a return address is pushed using PHA lda $....,x pha lda $....,x pha ... rts This will be supported soon and is ...
by Myself086
Sun Jul 26, 2020 3:17 pm
Forum: NESemdev
Topic: Project Nested - NES emulator for SNES
Replies: 11
Views: 1397

Re: Project Nested - NES emulator for SNES

I tried this on Mono for Windows and the "Save Snes" button hangs forever. I'm not sure which version of Mono I'm using, I installed it years ago. Unsupported mappers shouldn't crash the exe. The first error seems to be triggered by an event for ComboBox index change when changed by code, which it d...
by Myself086
Sun Jul 26, 2020 1:20 pm
Forum: NESemdev
Topic: Project Nested - NES emulator for SNES
Replies: 11
Views: 1397

Project Nested - NES emulator for SNES

Project Nested uses a JIT+AOT compiler to convert NES games into SNES games. It runs at roughly full speed depending on the game, 60 fps and mapper support. Main github page: https://github.com/Myself086/Project-Nested Download: https://github.com/Myself086/Project-Nested/releases Specifications req...
by Myself086
Tue Jun 09, 2020 12:11 am
Forum: NESemdev
Topic: [SOLVED] Donkey Kong Title Screen Filled With Zeros
Replies: 4
Views: 553

Re: Donkey Kong Title Screen Filled With Zeros

It is likely due to how writes to $2007 are interpreted. Games usually clear an entire nametable by setting the address to the top left tile and writing 1kb. My only thought is that you're probably assuming writes to $2007 will cross nametables horizontally, which would create the effect of only cle...
by Myself086
Mon May 25, 2020 3:52 pm
Forum: SNESdev
Topic: Issues with DMA
Replies: 2
Views: 1206

Re: Issues with DMA

VRAM address auto increments (assuming you transfer to both $2118 and $2119). CGRAM address auto increments. If DMA source address auto increments, the address at $43x2-$43x5 doesn't reset automatically. DMA byte counter is 0 after the transfer is over. I personally force blank when transferring dat...
by Myself086
Fri May 22, 2020 1:06 pm
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 25
Views: 4067

Re: Design guidance for 3D Engine on SuperFX

character sprites should be handled by the SuperFX. Sprites on HUD by the PPU. If your field is 4bpp and character sprites use a different palette, you can simply let the SuperFX draw a hole for the sprite and the PPU can place the character sprite behind the 3D layer. Super Mario RPG had to deal wi...
by Myself086
Sun Mar 15, 2020 6:47 pm
Forum: SNESdev
Topic: DMA Reload
Replies: 4
Views: 2689

Re: DMA Reload

The DMA's data only changes when used for either DMA or HDMA. According to the notes I have on my private SNES emulator, the start address changes based on the last transferred address+1 and counter is reset to 0. There are some DMA where I could get away with only writing 8-bit to the byte counter ...
by Myself086
Thu Mar 12, 2020 8:29 am
Forum: NESemdev
Topic: NES PPU pixel accurate rendering problems
Replies: 7
Views: 3479

Re: NES PPU pixel accurate rendering problems

You can post your code here. The increment may be fine but how the Y value is used could be questioned. Have you tried placing a breakpoint on rendering the second scanline? I just noticed that the nametable is repeated twice before showing the next nametable. So I'm assuming you're recalculating Y ...
by Myself086
Wed Mar 11, 2020 8:48 pm
Forum: NESemdev
Topic: NES PPU pixel accurate rendering problems
Replies: 7
Views: 3479

Re: NES PPU pixel accurate rendering problems

First thing I recommend fixing is the fine Y coordinate, it seems stuck on a constant value.

Coarse Y seems to have a shifting error, maybe 2 too many bits to the right.

Palette and X seem fine.
by Myself086
Wed Mar 11, 2020 9:15 am
Forum: SNESdev
Topic: Need sound help emulating NES on SNES
Replies: 33
Views: 23392

Re: Need sound help emulating NES on SNES

I'm having trouble understanding the sweep for square channels. Charging a sword in Crystalis should produce a rising sweep but instead it stays at the initial frequency. Here are the values written while the sweep should be going on: [$4004] = $00 [$4005] = $0A [$4006] = $00 [$4007] = $08 I am usin...