Search found 796 matches

by Sour
Tue May 26, 2020 4:58 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 331
Views: 141765

Re: Mesen-S - SNES Emulator

I've taken a look at all the issues (except Kishin and Battle Grand Prix - those are timing issues I know about): -Lemmings is caused by an out-of-bounds vram access. The PPU options in lemmings make it load an address > $7FFF, which ended up loading outside the vram buffer. This used to work proper...
by Sour
Sun May 24, 2020 7:57 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 331
Views: 141765

Re: Mesen-S - SNES Emulator

I'll go ahead and give you a sneak peak at your future ;) Haha, I really don't plan on going beyond the GB/SGB, though. I'm still not sure I even want to bother with the ST018 at this point (it's a lot of effort for a game nobody wants to play :p) Realistically speaking, it would be impossible for ...
by Sour
Thu May 21, 2020 6:44 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 331
Views: 141765

Re: Mesen-S - SNES Emulator

I have a lot of downtime at work and I'm about 1/3 done bugtesting your core against the library. The bugs I've found so far are here . I'll test your other cores eventually, too. It takes about 80 man hours to go through a 3000 game library, which I did twice for bsnes. Ah, nice! Thanks for that -...
by Sour
Tue May 19, 2020 7:43 pm
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 187
Views: 95264

Re: Mesen Debugger - Feedback/Feature Requests? (2018 edition)

Ah, I see. No worries about using a different operator if it makes things simpler. I'm happy to use something like "Y MOD 4", and keeping the widepsread % prefix for 6502 binary numbers is probably more important than the aesthetics of module The modulo operator should be fixed as of the latest com...
by Sour
Tue May 12, 2020 10:01 pm
Forum: Newbie Help Center
Topic: Metatile issues...
Replies: 11
Views: 740

Re: Metatile issues...

I kind of wish Sour would make a "Mesen-PC" so that PC Engine development becomes a bit less fiddly than it is now. If only I had infinite free time! Although I don't think I've ever even played a PC engine game in my life... On the up side, I'm working on super gameboy support for Mesen-S, so you'...
by Sour
Sat May 09, 2020 10:25 am
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 187
Views: 95264

Re: Mesen Debugger - Feedback/Feature Requests? (2018 edition)

Ah, I probably broke the modulo operator back when I added support binary values (e.g "x == %00010001"). Might have to change the operator for one of them, but I'll try and see if it's simple to keep them both in with the '%' operator. I think the assert(Y & 3 == 0) part is an order of operation pro...
by Sour
Thu May 07, 2020 8:15 pm
Forum: NESdev
Topic: Why does this basic program crash FCEUX?
Replies: 44
Views: 2953

Re: Why does this basic program crash FCEUX?

Did you enable the WRAM for the mapper? e.g by writing $80 to $A001?
Otherwise Mesen won't give you access to the work ram, even if you define it in the header.
by Sour
Thu May 07, 2020 3:21 pm
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 830
Views: 359712

Re: Mesen - NES Emulator

Simple question: why is SDL not used on Windows? There are a few reasons. Mesen did not have a Linux port for its first 2.5 years of development, for one. I also want to keep both distribution and compilation as simple as possible, so it's easier to rely on Windows APIs that are available on all mo...
by Sour
Wed May 06, 2020 6:49 pm
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 830
Views: 359712

Re: Mesen - NES Emulator

Thank you! I have "upgraded" the header to 2.0 and it works perfectly. No problem, happy to hear you got it working! what technology / library is used by MESEN to render the game's frames? On Windows, Mesen uses DirectX11, on Linux, it uses SDL2. Any graphic library should just let you specify any ...
by Sour
Wed May 06, 2020 6:44 pm
Forum: NESemdev
Topic: Visual 2A03 Update
Replies: 13
Views: 1585

Re: Visual 2A03 Update

The updated definitions didn't help, unfortunately. I'll try building a simple sprite + bg pattern in memory in Visual 2C02 and the same in Visual NES to compare and post back once I've figured out if the issue is common to both or if it's just a bug in visual nes. Edit: Had not noticed you also sai...
by Sour
Tue May 05, 2020 4:06 pm
Forum: NESemdev
Topic: Visual 2A03 Update
Replies: 13
Views: 1585

Re: Visual 2A03 Update

The latest update to the 2c02 definitions seems to have fixed the sprites, and they're now able to appear on various lines, but it seems like any scanline with sprites on them end up being corrupted to some extent. I've managed to fix the endless loop at bootup in Visual NES, but scanlines with a sp...
by Sour
Sun May 03, 2020 4:39 pm
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 830
Views: 359712

Re: Mesen - NES Emulator

CHR-ROM is used instead of RAM This is most likely the cause - Mesen defaults to using the NINA-001 mapper (which is also mapper 34) when there is CHR ROM in the cart (because all commercial BNROM games use CHR RAM.) You can force mapper 34 to use BNROM by using a NES 2.0 header and specifying a su...
by Sour
Sun May 03, 2020 12:25 pm
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 187
Views: 95264

Re: Mesen Debugger - Feedback/Feature Requests? (2018 edition)

I'll add a dropdown/toggle to pick between auto/8px/16px sprites when I have a chance. * The 2x setting in the PPU viewer looks pretty useful as a means to zoom. But for all the views that stack two pixel images, it ends up being too tall for a 1080p display. The PPU viewer in general is a bit annoy...
by Sour
Sun May 03, 2020 9:05 am
Forum: NESemdev
Topic: Visual 2A03 Update
Replies: 13
Views: 1585

Re: Visual 2A03 Update

That was fast! I tried out the new 2C02 definitions, but they seem to make things worse for sprites (in visual nes at least) - I can no longer get any sprite to show up on the screen by manipulating sprite RAM. However, the new definitions also trigger the "infinite loop" warning (line 36 in chipsim...
by Sour
Sat May 02, 2020 3:13 pm
Forum: NESemdev
Topic: Visual 2A03 Update
Replies: 13
Views: 1585

Re: Visual 2A03 Update

To be clear, are any of those failures new compared to the standard version of the simulator? If so, I'll need to go through and re-fix them. I've gone through a number of tests again, so far I have not found any test that previously passed that now fails. "sprite_ram" (which failed before), now pa...