Search found 3192 matches

by Zepper
Thu Aug 16, 2018 12:27 pm
Forum: NESemdev
Topic: NMI timing
Replies: 8
Views: 8636

Re: NMI timing

JonteP wrote:Seems that shifting back NMI polling a couple ppu cycles fixes this, and I pass that whole test suite now.
NMI is requested at the end of the dummy scanline. Do you do the same?
by Zepper
Wed Aug 15, 2018 2:32 pm
Forum: General Stuff
Topic: Is the SNES a realible console? So worried about reliability
Replies: 20
Views: 7407

Re: Is the SNES a realible console? So worried about reliabi

If it fails, buy another. Not a very good long-term strategy. Consoles and cartridges used to be dirty cheap 15 or so years ago, but things already changed quite a bit. Here in Brazil, consoles are becoming very prohibitive, you can hardly find a console in decent condition (not only SNES, but also...
by Zepper
Tue Aug 14, 2018 4:33 pm
Forum: NESemdev
Topic: NMI timing
Replies: 8
Views: 8636

Re: NMI timing

I'll help you. Firstly, about $2002 reads... 8) Reading (VBlank) flag 4 PPU clocks before set shouldn't suppress NMI 2) Reading flag 3 PPU clocks before set shouldn't suppress NMI 5) Reading flag 2 PPU clocks before set shouldn't suppress NMI 9)*Reading flag 1 PPU clock before set should suppress NM...
by Zepper
Sun Aug 12, 2018 2:54 pm
Forum: NESemdev
Topic: sprite evaluation questions
Replies: 7
Views: 7367

Re: sprite evaluation questions

Thanks Q.
by Zepper
Sun Aug 12, 2018 6:18 am
Forum: NESemdev
Topic: sprite evaluation questions
Replies: 7
Views: 7367

Re: sprite evaluation questions

Based on the OAM access pattern during horizontal blank, I imagine that the copy of the X coordinate from secondary OAM to the down counter associated with the sprite shifter happens during the horizontal blank between the scanline when a sprite is evaluated and determined to be in range and the fo...
by Zepper
Thu Aug 09, 2018 6:06 pm
Forum: General Stuff
Topic: gcc rm problem?
Replies: 2
Views: 2513

Re: gcc rm problem?

Thanks for the tip. Yeah, I had placed the string "C:\MinGW\msys\1.0\bin\" inside the makefile. I removed it (only the "rm" now) and... it worked like a charm.
by Zepper
Thu Aug 09, 2018 5:37 pm
Forum: General Stuff
Topic: gcc rm problem?
Replies: 2
Views: 2513

gcc rm problem?

How do I fix this thing? :shock:
gccerror.png
gccerror.png (5.83 KiB) Viewed 2513 times
by Zepper
Mon Aug 06, 2018 2:47 pm
Forum: NESemdev
Topic: Sprite DMA/DMC and irq_and_dma / RC Pro AM II
Replies: 11
Views: 7006

Re: Sprite DMA/DMC and irq_and_dma / RC Pro AM II

If I'm not mistaken, the text on the wiki takes the sprite evaluation occurring/starting at the pre-render scanline. Later, we've found that it does NOT occur. I had this problem in my emulator since version 5.20 (currently at 5.4x).
by Zepper
Thu Aug 02, 2018 7:13 pm
Forum: NESemdev
Topic: Sprite DMA/DMC and irq_and_dma / RC Pro AM II
Replies: 11
Views: 7006

Sprite DMA/DMC and irq_and_dma / RC Pro AM II

Just to let you know that I've fixed the problems in my emulator with sprite DMA and DMC DMA, plus irq_and_dma tests. About RC Pro AM-II, the copy of 8 bytes from &sprite[sprite_addr&0xF8] to &sprite[0] should occur around PPU cycle 115 of the pre-render scanline, instead of cycle zero. Tatakai no B...
by Zepper
Mon Jul 16, 2018 5:31 pm
Forum: NESemdev
Topic: sprites and $2004, $2007 stuff
Replies: 5
Views: 4377

Re: sprites and $2004, $2007 stuff

This was to fix shaking in a couple of games, but I forgot which. There is a test rom for this (which was based on the Visual 2C02, iirc), but it looks like nobody ever actually tried running it on a NES to check the results: https://forums.nesdev.com/viewtopic.php?p=189519#p189519 One game is Kick...
by Zepper
Mon Jul 16, 2018 9:51 am
Forum: NESemdev
Topic: sprites and $2004, $2007 stuff
Replies: 5
Views: 4377

Re: sprites and $2004, $2007 stuff

Thanks. 8-)
I fixed my 1st post, sorry for my confusion. :oops:
by Zepper
Mon Jul 16, 2018 6:08 am
Forum: NESemdev
Topic: sprites and $2004, $2007 stuff
Replies: 5
Views: 4377

sprites and $2004, $2007 stuff

Quote from the wiki page : Writes to OAMDATA during rendering (on the pre-render line and the visible lines 0-239, provided either sprite or background rendering is enabled) do not modify values in OAM, but do perform a glitchy increment of OAMADDR, bumping only the high 6 bits (i.e., it bumps the [...
by Zepper
Fri Jul 13, 2018 8:09 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 838
Views: 377931

Re: Mesen - NES Emulator

Hi Sour.

I'm not familiar with Mesen. I'd like to trace Rc Pro-AM II and compare the log with my emulator. This game is unplayable in RockNES. How do I generate a trace log?