Search found 604 matches

by Anes
Wed Oct 16, 2019 5:30 pm
Forum: NESemdev
Topic: SoundOut DLL - C++ DirectSound8 Win32 Interface
Replies: 0
Views: 7231

SoundOut DLL - C++ DirectSound8 Win32 Interface

Credits goes to Disch for the code in this .DLL, i didn't code it. But have used a lot in my NES emu. I share this DLL that let you play samples in realtime. As NES emulator authors we know that there is a need to have a code/lib that can output saples to the soundcard on the fly. I'ts true, the DLL...
by Anes
Mon Sep 30, 2019 5:54 pm
Forum: NESemdev
Topic: does anyone here uses nes_ntsc Blargg code?
Replies: 0
Views: 7660

does anyone here uses nes_ntsc Blargg code?

I would like to know if someone can help me to properly use the nes_ntsc code, so my emu shows propel ntsc output. I have been struggling with it many hours, but i can't make it to work so nes pixels generated by my emu are translated to RGB values to a surface, so then i can blt to the screen. Any ...
by Anes
Sun Sep 29, 2019 8:47 am
Forum: NESemdev
Topic: nestest failing. Is it inflalibe?
Replies: 2
Views: 4634

Re: nestest failing. Is it inflalibe?

I made it work!! As you say there are things that nestest.nes isn't infalible
The BIT instruction was setting the flags bad and TXA. I writed well those instructions and now i have correct testing.
It seems a found a point where nestest.nes was completly erroneous. Thanks god now it's fine.
by Anes
Sat Sep 28, 2019 11:48 am
Forum: NESemdev
Topic: nestest failing. Is it inflalibe?
Replies: 2
Views: 4634

nestest failing. Is it inflalibe?

Hi and hello again. Too much time without writing here. Well the thing is i have been busy. One thing i have done is study c++. So i'm writing my emu from scratch alll OOP based. I have an awful problem: Time ago when i developed in C i remember using nestest.nes for fixing my cpu emu problems. The ...
by Anes
Mon Sep 04, 2017 1:31 am
Forum: NESemdev
Topic: PPU Palette
Replies: 7
Views: 3361

Re: PPU Palette

YUV it's a new world for me.
Do i have to pack those values to a 16 bit value? Where Y,V and U goes? I mean what is the standard format in memory layout for YUV??
I know there are many YUV formats, but i ask this becouse i'm new to this.
by Anes
Sun Sep 03, 2017 11:43 pm
Forum: NESemdev
Topic: PPU Palette
Replies: 7
Views: 3361

Re: PPU Palette

Code: Select all

convert each RGB tuple to YUV 
Is it well to apply this?

Code: Select all

Y = ( (  66 * R + 129 * G +  25 * B + 128) >> 8) +  16
U = ( ( -38 * R -  74 * G + 112 * B + 128) >> 8) + 128
V = ( ( 112 * R -  94 * G -  18 * B + 128) >> 8) + 128
by Anes
Sun Sep 03, 2017 11:06 pm
Forum: NESemdev
Topic: PPU Palette
Replies: 7
Views: 3361

Re: PPU Palette

Christ!! how do i do that??

Do you have some code??
by Anes
Sun Sep 03, 2017 10:43 pm
Forum: NESemdev
Topic: PPU Palette
Replies: 7
Views: 3361

PPU Palette

Im giving a try to Blargg's "nes_ntsc.c" to have a correct pal in my emu. First i can get image. What i do is to have a buffer of unsigned char nes_frame[256 * 240] . My "multiplexer" put NES pixels there and i create an D3D9 offscreen surface of g_d3d_hr = d3ddev->CreateOffscreenPlainSurface(NES_NT...
by Anes
Tue Aug 08, 2017 10:13 pm
Forum: NESemdev
Topic: It may be smaller by $100
Replies: 8
Views: 3449

It may be smaller by $100

6502_cpu.txt says for Absolute indexed: Absolute indexed addressing Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT, LAX, LAE, SHS, NOP) # address R/W description --- --------- --- ------------------------------------------ 1 PC R fetch opcode, increment PC 2 PC R fetch low byte ...
by Anes
Tue Aug 08, 2017 10:10 pm
Forum: NESemdev
Topic: M2 and MMC3
Replies: 3
Views: 2240

Re: M2 and MMC3

Thxs a lot to both!!
by Anes
Tue Aug 08, 2017 8:45 pm
Forum: NESemdev
Topic: M2 and MMC3
Replies: 3
Views: 2240

M2 and MMC3

The Wiki says:
The MMC3 scanline counter is based entirely on PPU A12, triggered on rising edges (after the line remains low for two rising edges of M2).
Can somebody explain me what is "M2"?
Thxs
by Anes
Sat Jul 08, 2017 5:49 pm
Forum: NESemdev
Topic: sprite evaluation issues
Replies: 11
Views: 4173

Re: sprite evaluation issues

Well all Blargg's test passed, but the timing throws me #2 "cleared too early at the end of vblank".

Should i care for that?
by Anes
Sat Jul 08, 2017 2:57 pm
Forum: NESemdev
Topic: sprite evaluation issues
Replies: 11
Views: 4173

Re: sprite evaluation issues

Please answer to Zepper!! :D Now i have a doubt here: The Wiki states: Starting at m = 0, evaluate OAM[n][m] as a Y-coordinate. 3a. If the value is in range, set the sprite overflow flag in $2002 and read the next 3 entries of OAM (incrementing 'm' after each byte and incrementing 'n' when 'm' overf...
by Anes
Sat Jul 08, 2017 12:27 pm
Forum: NESemdev
Topic: sprite evaluation issues
Replies: 11
Views: 4173

Re: sprite evaluation issues

thanks!!
by Anes
Sat Jul 08, 2017 11:51 am
Forum: NESemdev
Topic: sprite evaluation issues
Replies: 11
Views: 4173

Re: sprite evaluation issues

The Wiki states: Cycles 65-256: Sprite evaluation On odd cycles, data is read from (primary) OAM On even cycles, data is written to secondary OAM (unless secondary OAM is full, in which case it will read the value in secondary OAM instead) 1. Starting at n = 0, read a sprite's Y-coordinate (OAM[n][0...