Search found 224 matches

by creaothceann
Fri Aug 02, 2019 8:42 am
Forum: SNESdev
Topic: 6502/65816: IRQ testing not on last cycle of each opcode?
Replies: 8
Views: 6386

Re: 6502/65816: IRQ testing not on last cycle of each opcode

and why BRK immediately after an IRQ can cause the BRK to be skipped I should probably go ahead and support this on the 6502. It may apply to the 65816, and will likely give me some insights. Thanks! Not necessary for the 65c816: http://en.wikipedia.org/wiki/Interrupts_in_65xx_processors#Interrupt_...
by creaothceann
Sun Jul 21, 2019 3:27 pm
Forum: NESemdev
Topic: Multithreaded emu designs
Replies: 54
Views: 39584

Re: Multithreaded emu designs

*mother-of-all-bumps* [...] Write yourself some simple test programs before you choose your model: just do "dummy CPU A" + "dummy CPU B", and have each one increment a counter and then sync to the other. Watch in horror as the traditional multithreaded model gets you something like 100,000 increment...
by creaothceann
Tue Jul 16, 2019 4:15 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 149926

Re: Mesen-S - SNES Emulator

Yes, heuristics can get commercial games working, and adding/detecting firmware is possible. But internal headers don't have to contain valid data (e.g. prototypes) except for the vectors, and firmware can't be stacked indefinitely. These solutions needlessly (imo) put a lid on future extensibility.
by creaothceann
Tue Jul 16, 2019 8:05 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 149926

Re: Mesen-S - SNES Emulator

It's also easy to figure out what firmware you have [...] It's also easy to figure out if the ROM has a copier header, and yet we mostly have "cleaned" files now... I'd like appended firmware much more if there was something else in the file that describes the file layout. For example a directory f...
by creaothceann
Tue Jul 16, 2019 7:54 am
Forum: SNESdev
Topic: Nova the Squirrel 2 (WIP)
Replies: 47
Views: 35261

Re: Nova the Squirrel 2 (WIP)

Or a palette swap of Mr Nutz? :)
by creaothceann
Tue Jul 09, 2019 10:58 pm
Forum: SNESdev
Topic: Collision Detection between 128 Objects?
Replies: 27
Views: 16882

Re: Collision Detection between 128 Objects?

Add some techno music and release it on pouet.net ;) Do you think this method could serve as a component of a serious demo? I haven't forgotten Titan's challenge... Sure. Many demos, especially older ones, have screens like this shown with some music for a minute or more. I don't know about some of...
by creaothceann
Mon Jul 08, 2019 11:05 pm
Forum: SNESdev
Topic: Collision Detection between 128 Objects?
Replies: 27
Views: 16882

Re: Collision Detection between 128 Objects?

Add some techno music and release it on pouet.net ;)
by creaothceann
Sun Jul 07, 2019 11:55 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 149926

Re: Mesen-S - SNES Emulator

This could also be handled by the manifest which would specify the default content. A) I don't include unlicensed games in my own database, so it wouldn't help with the one game that needs 0x00. B) this won't handle any hypothetical cases that need more than a single fixed value (eg the Codemasters...
by creaothceann
Sun Jul 07, 2019 1:46 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 149926

Re: Mesen-S - SNES Emulator

I added a "power on ram state" option (same as Mesen), which applies to all ram (vram, cgram, oam, work ram, save ram). It defaults to $00, though. Eventually I'd like to default it to random, maybe with some overrides for SRAM for the games that require it? Didn't set it to random just yet because...
by creaothceann
Sat Jul 06, 2019 3:02 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 149926

Re: Mesen-S - SNES Emulator

byuu wrote:games should be distributed with pre-initialized and blank SRAM files. Would also handle the Codemasters device with code stored in the SRAM
This could also be handled by the manifest which would specify the default content.
by creaothceann
Tue Jul 02, 2019 5:44 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 149926

Re: Mesen-S - SNES Emulator

2,048,000 / 64 is 32,000. The audio sample rate was determined to be ~32,040 though:

https://forums.nesdev.com/viewtopic.php?f=12&t=17644
http://helmet.kafuka.org/byuubackup2/vi ... =1455.html
by creaothceann
Mon Jul 01, 2019 10:07 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 149926

Re: Mesen-S - SNES Emulator

Rendering Ranger R2 boots, but freezes right after the first screen. Kishin Douji Zenki doesn't boot at all. However, overclocking the SPC by just ~2% makes both of these work, so I'm guessing there might be some small details left that need to be fixed to fix these. Did you have it at 32,000 Hz be...
by creaothceann
Sun Jun 30, 2019 1:20 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 149926

Re: Mesen-S - SNES Emulator

The CPU/SPC can read/write the same port at the same time - I think anomie's documentation said this usually returns the AND of both values (this isn't implemented in any way in my code, though) It's OR: The SPC700 communicates with the S-CPU via 4 registers. Exact memory access timings on these re...
by creaothceann
Sat Jun 15, 2019 1:03 pm
Forum: SNESdev
Topic: Maybe floating point isn't that bad of an idea.
Replies: 15
Views: 9289

Re: Maybe floating point isn't that bad of an idea.

Señor Ventura wrote:I have here noted that the registers for the PPU are $4202 and $4203
PPU = $2100..$2183
5A22 = $4016..$4017 and $4200..$437F
by creaothceann
Thu Jun 13, 2019 3:18 pm
Forum: SNESdev
Topic: The best emulator ? SNES9X ?
Replies: 13
Views: 7234

Re: The best emulator ? SNES9X ?

If we rely on the hardware, no emulator is perfect on this point. When I do something exotic with the material, I test on a real SNES (but this is the case of all the consoles, I don't know who would emulate the hardware perfectly). I find it more interesting an emulator that respects the cycles of...