Search found 40 matches
- Fri Jul 22, 2005 12:55 pm
- Forum: NESemdev
- Topic: Sayoonara 2001.3/2001.4
- Replies: 28
- Views: 19911
In the struggle to make the puzzle pieces fit together, this setup will at least make the commercial games and pputime2 work properly: void Cpu::Ram::Reset() { std::memset( mem + 0x000, 0xFF, 0x3F0 ); std::memset( mem + 0x3F0, 0x00, 0x010 ); std::memset( mem + 0x400, 0xFF, 0x1F0 ); std::memset( mem ...
- Tue Jul 19, 2005 5:03 am
- Forum: NESemdev
- Topic: ppu loading rom or using ram
- Replies: 21
- Views: 11156
I rewrote my own movie code recently and took a different approach. I decided to scrap the controllers and instead just feed on the $4016 and $4017 ports only. The gain is precise accuracy and that any device can be hooked up and switched in real-time without affecting and/or complicating the movie ...
- Mon Apr 18, 2005 9:03 am
- Forum: NESemdev
- Topic: Some questions here..
- Replies: 24
- Views: 14350
Just some wacko obviously..Muchaserres wrote: And this one.. heh, any ideas on what is that?
Thx in advance.
- Wed Apr 13, 2005 12:22 pm
- Forum: NESemdev
- Topic: Some questions here..
- Replies: 24
- Views: 14350
The only thing I'm missing here (I hope) is the little delay between when a NMI is signaled and the time when it is actually served. I read somewhere that it's just a few PPU cycles, anybody can tell me for sure how many? An interrupt will get serviced right after the CPU finishes its current instr...
- Sun Apr 03, 2005 4:27 pm
- Forum: NESemdev
- Topic: a few MMC3 questions
- Replies: 14
- Views: 8462
- Fri Apr 01, 2005 4:25 am
- Forum: NESemdev
- Topic: a few MMC3 questions
- Replies: 14
- Views: 8462
What exactly do you mean by that? Do you just update the counter on A12 rising edges and then not allow the counter to be decremented for 16 cycles? Exactly, on every rising edge I clock the counter only if 16 or more PPU cycles have elapsed since the previous occurred. As for 16 cycles, it's a nic...
- Thu Mar 31, 2005 2:20 pm
- Forum: NESemdev
- Topic: a few MMC3 questions
- Replies: 14
- Views: 8462
- Tue Mar 29, 2005 6:33 am
- Forum: NESemdev
- Topic: a few MMC3 questions
- Replies: 14
- Views: 8462
nesdev wiki MMC3: "The MMC3 scanline counter is based entirely on PPU A12, triggered on rising edges (after the line remains low for a sufficiently long period of time)." Has it ever been measured how many cycles this sufficiently long period of time is ? I'm currently guessing it at each hblank, b...
- Sun Mar 13, 2005 1:37 pm
- Forum: NESemdev
- Topic: Loopy_T to Loopy_V: When?
- Replies: 10
- Views: 7198
I've changed the code in my emulator to reflect this, that is, by putting it on PPU dummy scanline cc offset 299 instead of 256. I haven't noticed any problems with the few time sensitive games I've tested so far so I think I'll stick with this for now. If it causes problems with any other game I'll...