Search found 311 matches

by Petruza
Tue Nov 09, 2010 10:50 am
Forum: NESemdev
Topic: NES Emulator Information
Replies: 8
Views: 3301

If I were to set out to make a shooter game, no matter how long I work at it, it will always come up short compared with what is out there. That is a valid reason to not do anything at all in life. Why study physics if there will be always Einstein and Hawking? Why bother practicing any sport? pain...
by Petruza
Sat Nov 06, 2010 10:50 am
Forum: NESdev
Topic: rNES - a NES library for cc65 - version 0.1 released
Replies: 67
Views: 42340

Unfortunately I can't help you, since my understanding of ld65's memory blocks was already weak at its peak, and now it's completely gone due to months not even looking at the code. :(

If you can fix it, let us know, though.
by Petruza
Sat Oct 23, 2010 12:54 pm
Forum: NESdev
Topic: rNES - a NES library for cc65 - version 0.1 released
Replies: 67
Views: 42340

Hi, I've received some requests for this since it's not online anymore, so here it is: http://www.megaupload.com/?d=Z7CXE0NG I'm afraid I won't be doing any more development on rNES but I invite and encourage anyone to take it, complete it and make it better. My idea was coding it again from scratch...
by Petruza
Mon Aug 23, 2010 4:36 pm
Forum: NESemdev
Topic: Per frame rendering a bad idea?
Replies: 10
Views: 3829

I won't be so strict as to say that Per-frame rendering doesn't work with games that use scrolling in part of the screen. I mean, for example if your emu does per-frame rendering BUT records in which scanline(s) the scroll registers were modified, then, you can still make up your frame only once at ...
by Petruza
Fri Aug 13, 2010 8:06 am
Forum: NESdev International
Topic: Comunidad nesdev hispana
Replies: 94
Views: 90236

Si si, coincido, por eso yo que laburo con PHP quise programar algo heavy metal como un emulador.
Por lo de terminarlo ya, yo diría que lo más satisfactorio es recorrer el camino, no llegar a la meta.
by Petruza
Thu Aug 12, 2010 8:04 am
Forum: NESdev International
Topic: Comunidad nesdev hispana
Replies: 94
Views: 90236

Jaja te mataron con cantidad de estudio o te mataron por haber elegido un emu como tesis? Yo lo colgué por ahora, en parte por un nuevo laburo que me ocupa más tiempo, y en parte porque como llegué a tener lo mínimo indispensable para correr una ROM y al probarlo las ROMs se cuelgan todas salvo una ...
by Petruza
Wed Aug 11, 2010 6:30 pm
Forum: NESdev International
Topic: Comunidad nesdev hispana
Replies: 94
Views: 90236

Jaja piscuí, si preguntó "Algun español por aqui?"
by Petruza
Thu Jun 24, 2010 6:59 pm
Forum: NESemdev
Topic: Debugging the emulated program
Replies: 10
Views: 3553

NESICIDE wrote:Help, help! Join us on #nesicide on freenode.net if interested.
Sorry, is that IRC? it's been years since I don't use IRC
by Petruza
Thu Jun 24, 2010 6:55 pm
Forum: NESemdev
Topic: Debugging the emulated program
Replies: 10
Views: 3553

You could try dividing your SDL screen into panes. I thought about that, but as I'm planning to have the original NES screen, plus the 2 nametables, plus the two attribute tables, plus the two nametables with tile indexes instead of the tiles themselves, that's already 7 rectangles of 256x240 pixel...
by Petruza
Thu Jun 24, 2010 3:09 pm
Forum: NESemdev
Topic: Debugging the emulated program
Replies: 10
Views: 3553

Oh that's easier, I already have a log but I thought it may be very hard to debug with it, I used it to test the CPU instructions, but thought a step by step realtime debugger would be nicer. But also more difficult to build. Actually I started testing a memory watch in QT that works fine, but I'm h...
by Petruza
Thu Jun 24, 2010 2:41 pm
Forum: NESemdev
Topic: Debugging the emulated program
Replies: 10
Views: 3553

Debugging the emulated program

I've reached the point where the CPU and a basic PPU are ready and games can be run. But they don't, so I have to debug them. I'm thinking on developing a graphical debugger pretty much like the one in FCEUXD SP. Those who made emulators, how did you do this? did you make a debugger? did you use an ...
by Petruza
Mon Jun 14, 2010 8:50 am
Forum: NESemdev
Topic: portable GUI library that works with game libraries like SDL
Replies: 3
Views: 2436

portable GUI library that works with game libraries like SDL

I implemented the CPU and a basic PPU and arrived to a phase where I need to build a debugger to watch machine code, memory and PPU state to see what's happening and fine tune the emulator. ( it renders a static-background demo, but games don't output anything to the screen ) I'm using SDL, mainly b...
by Petruza
Sun Jun 13, 2010 11:34 am
Forum: General Stuff
Topic: Emulator's first run - big time fail
Replies: 6
Views: 2470

Actually looking at my own screenshot, it seems to be what I DIDN'T do, lol.
Strange, the previous test was just loading the tiles and displaying them all together, and they were all RGB, I wonder why this strange palette came out of the Zelda demo.
by Petruza
Sun Jun 13, 2010 7:07 am
Forum: General Stuff
Topic: Emulator's first run - big time fail
Replies: 6
Views: 2470

Thanks james for the ROM suggestion. I'll try it. I'm thinking of making a full-fledged visual debugger with ROM, RAM and VRAM watches, instruction stepping and breakpoints, to see really what's happening. NickMass, that's a great idea, I'll keep screenshots of the early development to see the progr...
by Petruza
Sat Jun 12, 2010 5:28 pm
Forum: General Stuff
Topic: Emulator's first run - big time fail
Replies: 6
Views: 2470

Emulator's first run - big time fail

Ok, I finished the bare minimum CPU and PPU implementation to run my emulator and see some results. I ran Donkey Kong, Balloon fight and Super Mario Bros, besides that all that I got is the tile 0 all over the screen, it ran at no more than 3 fps. Ok, it's on debug mode, it should run faster on rele...