Search found 48 matches

by 6T4
Sun Oct 23, 2011 9:00 pm
Forum: NESemdev
Topic: Castlevania bug(?)
Replies: 10
Views: 3128

Just wanted to point out that it could be something to do with NTSC vs. PAL, I believe they have different refresh rates.
by 6T4
Tue Aug 09, 2011 7:51 pm
Forum: NESemdev
Topic: Current Mapper List?
Replies: 21
Views: 8085

disclaimer: this is just data within FCEUX, no idea how valid or official or correct it is! This is another problem I have with the current mapper/board system. Some emulators read what mapper a game is directly from the iNES header, others look at the game code, others check hashes of roms and com...
by 6T4
Thu Jun 09, 2011 9:27 pm
Forum: NESemdev
Topic: How do you find bugs in your emulator?
Replies: 32
Views: 8387

I have some comments and questions about the NEStress test rom. First, I have been trying it on many emulators... three of which I'm going to talk about here: Nestopia, Nintendulator, and FCEUX. Nestopia and Nintendulator performed almost exactly the same as tepples described. I enabled four-score i...
by 6T4
Thu Jun 09, 2011 8:52 pm
Forum: NESemdev
Topic: Creating a decent manual
Replies: 24
Views: 6881

Good sources of information

Okay, since most of you are in agreement that we need to compile the information, let's get started on that. A few months ago, when I was gathering information to use for programming NESFaCE, I made a list of what I thought were the best documents and categorized these (CPU, PPU, etc.). The followin...
by 6T4
Sun Jun 05, 2011 10:01 pm
Forum: NESemdev
Topic: Mapper 185 for newbies?
Replies: 5
Views: 2808

In this case, Martin Korth is more complete and more accurate than Disch. According to his everynes documentation: Mapper 185: VROM-disable ------------------------ Appears to be used for CNROM games with only one (used) 8K VROM bank, however, VROM appears to be bigger than 8K, the games verify the ...
by 6T4
Sat Jun 04, 2011 9:51 pm
Forum: NESemdev
Topic: Assembly CPU: Flags
Replies: 13
Views: 4288

Thank you for the replies so far, especially the example from Nessie. I will continue to work on this and let everyone know my progress. You can always peek at the LoopyNES source code and see how that emulator did it. I wasn't aware that LoopyNES was open source. Do you have a link to its source co...
by 6T4
Sat Jun 04, 2011 3:26 am
Forum: NESemdev
Topic: Assembly CPU: Flags
Replies: 13
Views: 4288

If anybody who knows assembly language, particularly anyone who has coded an emulator in assembly, is reading this, please help. I would like to get my CPU working better before I deal with many other aspects of my emulator. If anyone is confused by what I'm asking, I found the following document th...
by 6T4
Wed Jun 01, 2011 10:28 pm
Forum: NESemdev
Topic: Creating a decent manual
Replies: 24
Views: 6881

Have you checked 6502.org? Yes, but there's nothing there specifically about the Ricoh 2A03 and/or 2A07, I was referring to these specific 2 models. I agree with Tepples we need information, not just a format. Uh, didn't I say this, not tepples? formats can be changed globally if necessary. Yeah, t...
by 6T4
Tue May 31, 2011 1:43 am
Forum: NESemdev
Topic: Assembly CPU: Flags
Replies: 13
Views: 4288

Assembly CPU: Flags

I am writing the CPU for my NES emulator in assembly, but I am getting confused by the difference between the assembly I am coding in and the 6502 assembly that the NES uses, particularly the flags. This is my code for setting/clearing flags: MODIFYFLAGS MACRO Sign, Overflow, Zero, Carry ; Clear all...
by 6T4
Tue May 31, 2011 12:57 am
Forum: NESemdev
Topic: Creating a decent manual
Replies: 24
Views: 6881

Yes, it's important that we have a clean format that everyone can easily understand. However, it is more important that we have content. Shouldn't we focus on gathering and compiling correct information about the NES first and then worry about presentation style? My major problem with most existing ...
by 6T4
Sun May 29, 2011 12:28 am
Forum: NESemdev
Topic: Creating a decent manual
Replies: 24
Views: 6881

Re: Creating a decent manual

I've been frustrated for awhile that many NES documents are difficult to read (or if it's me, I am not sure :)). So I wondered if it would be possible to create a new document based on the old ones (but creating a more userfriendly layout instead of ASCII-drawings) and that would look more professi...
by 6T4
Wed May 25, 2011 10:22 pm
Forum: NESemdev
Topic: Current Mapper List?
Replies: 21
Views: 8085

Re: Current Mapper List?

The following mapper numbers are those that I am NOT familiar with any game using; I have some information about all the others from 0-255: 28, 29, 30, 31, 35, 39, 54, 55, 59, 63, 81, 98, 102, 104, 109, 110, 123, 124, 125, 126, 127, 128, 129, 130, 131, 135, 144, 153, 154, 155, 157, 158, 162, 166, 1...
by 6T4
Wed May 25, 2011 1:52 am
Forum: NESemdev
Topic: Feature Idea: Selectable Mappers
Replies: 2
Views: 1446

You post seemed to suggest that perfect compatibility was so simple that any emu can do it. There's nothing further from the truth. I didn't mean to suggest this; sorry if it read that way. By saying that no NES emulator has this, I was illustrating the complexity of it. I know some emulators are c...
by 6T4
Sun May 22, 2011 8:00 pm
Forum: NESemdev
Topic: Feature Idea: Selectable Mappers
Replies: 2
Views: 1446

Feature Idea: Selectable Mappers

I have recently been thinking about features for NESFaCE (an NES emulator I am writing) and this idea came to mind. One of the main reasons I had for starting this emulator in the first place was to provide 100% compatibility, which as far as I know, NO current NES emulator offers. One of the bigges...
by 6T4
Sun May 22, 2011 2:54 am
Forum: NESemdev
Topic: Announcing relaunch of Nezulator - now written in Javascript
Replies: 128
Views: 36649

Zelex wrote:btw, is there a list of free games - free of copyright restrictions that any emulator can use somewhere?
http://www.zophar.net/pdroms/nes.html