Extra complexity wouldn't really serve any purpose but to increase costs, especially since the game never tests anything else.
That said ... here's a new version with the two new tests I described. Locations of not-zeroes are what's interesting.
- (13.34 KiB) Downloaded 432 times
Question about that... I noticed that whatever the MSB of the address was, is what the entire page would return (in flipped order).lidnariq wrote:Locations of not-zeroes are what's interesting.
e.g. If I flipped to address 0x5401, the entire page would be full of "45". If I flipped to 0x5101, the page would be full of "15". Should I go ahead and burn the test and run it, or did you want to make modifications based on what I just mentioned?
If you already noticed that, my apologies for restating the obvious.
I've written a silly implementation of the yielded LFSR but it doesn't match. Maybe the 127 is somehow folding multiple bits of state into each bit of output.
Certainly the bit right at the beginning where the bits disappear as:
Code: Select all
FF 1111 1111 FD 1111 1101 F5 1111 0101 F4 1111 0100 B4 1011 0100
I think no further programs need to be run on the Vs. System. At least, nothing comes to mind. Thank you very much for your help!
Glad I could help! I'm kinda sad now that we're done! Well, I guess I can turn my attention full-time to solving my NES-on-VS mirroring issues. May also try some homebrew on the NES and VS now, I read through the NESDoug tutorials that were linked from one of the forum posts, and it actually looks like the NES is really easy to develop low-level games on, so I'm excited about the prospect now.lidnariq wrote:I think no further programs need to be run on the Vs. System. At least, nothing comes to mind. Thank you very much for your help!
Thanks again, everyone!
What's the problem with the .NES test file header? My emu detects "dirty header", and disabling it, I got mapper 206.
Vs Atari R.B.I. Baseball is mapper 206.