Search found 43 matches

by x0000
Sun Apr 20, 2014 1:34 am
Forum: NESemdev
Topic: Help me with APU Frame counter
Replies: 18
Views: 10421

Re: Help me with APU Frame counter

I am not sure about BizHawk, it seems it have a lot of problems with APU, especially with timer periods and frame counter. What I tried to test is interference between clocking length counter by 0x4017 and by frame counter. test_1.nes: CPU [phi2][phi1][phi2][phi1][phi2][phi1][phi2][phi1][phi2][phi1]...
by x0000
Sat Apr 19, 2014 2:27 pm
Forum: NESemdev
Topic: Help me with APU Frame counter
Replies: 18
Views: 10421

Help me with APU Frame counter

Hi there I had decided to rewrite whole core of my emulator. Therefore I started to investigate how NES works precisely by clocks. Right now I am trying to implement APU frame counter and found some difficulties. I wrote everything I know about frame counter here (russian). As I don't know how to im...
by x0000
Tue May 28, 2013 8:37 am
Forum: NESemdev
Topic: RockNES emulator updates [v5.142 June 2nd 2014]
Replies: 39
Views: 14363

Re: RockNES emulator update

Glitches in The Incredible Crash Dummies
Huge Insect is not playable
by x0000
Fri Apr 19, 2013 4:13 pm
Forum: NESemdev
Topic: CPU/PPU timing
Replies: 22
Views: 10836

Re: CPU/PPU timing

I have something like this:

Code: Select all

[ppu][ppu][ppu]
-----++++++++++
[     cpu     ]
("+" is where write/read is effective)
by x0000
Fri Apr 12, 2013 7:06 am
Forum: NESemdev
Topic: CPU interrupt quirks wiki page
Replies: 6
Views: 2754

Re: CPU interrupt quirks wiki page

Thank you, ulfalizer, that helped a lot. It seems my program passed the test because of some interference of bugs. So I could fix some other issues related to interrupts. :D
by x0000
Fri Apr 12, 2013 4:26 am
Forum: NESemdev
Topic: CPU interrupt quirks wiki page
Replies: 6
Views: 2754

Re: CPU interrupt quirks wiki page

I thought that cpu decides what vector to use right before fetching (after 5th cycle). Thats how I implemented it in my emulator and passed all tests. Now that feels weird. Or there is a mistake in diagrams?
by x0000
Wed Apr 10, 2013 12:17 pm
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 8814

Re: Kick master title screen wobbling

I've never experienced the problem you have even tho my emulator generates IRQ at 260 pixel. So I think something wrong with CPU's IRQ processing or PPU's timings are not right. Does your emulator pass all blargg's cpu interrupt tests?
by x0000
Wed Apr 10, 2013 6:46 am
Forum: NESemdev
Topic: Kick master title screen wobbling
Replies: 20
Views: 8814

Re: Kick master title screen wobbling

Can you add some screenshots to the post? I don't quite understand the issue.
by x0000
Mon Apr 08, 2013 9:30 am
Forum: NESemdev
Topic: vpnes
Replies: 9
Views: 6110

Re: vpnes

I've changed my sprite evaluation algorithm (slightly differs from what is written on wiki). 0-63: Fills secondary oam with 0xff (writes on odd dots). Sprite data buffer contains 0xff. PPU continues from the point it was stopped if rendering was disabled and then enabled again 64: If PPU misses this...
by x0000
Thu Apr 04, 2013 10:15 am
Forum: NESemdev
Topic: vpnes
Replies: 9
Views: 6110

Re: vpnes

So anyway, I ran it in Wine on Ubuntu You can run it without wine, just do this: $ svn export http://vpnes.googlecode.com/svn/trunk vpnes $ cd vpnes $ chmod 0755 configure $ mkdir dest $ ./configure --prefix=`pwd`/dest $ make $ make install You must have SDL 1.2 to build main program and have freet...
by x0000
Thu Apr 04, 2013 8:12 am
Forum: NESemdev
Topic: vpnes
Replies: 9
Views: 6110

Re: vpnes

Dwedit wrote:Small bug with Zelda 2's title screen: Reads to $2007 during rendering should advance the VRAM address (V) by one scanline.
I don't see any problems there. Also afaik during rendering 0x2007 clocks both V and H at the same time but it could be my mistake.
by x0000
Thu Apr 04, 2013 3:00 am
Forum: NESemdev
Topic: vpnes
Replies: 9
Views: 6110

vpnes

Hi everyone I want to introduce my NES emulator called VPNES. It's written in C++, uses SDL 1.2 and freetype2 libraries, should be cross-platform but GUI was implemented only for win32. Right now it can run simple NES games. Implemented mappers are: nrom, mmc1 (sxrom), uxrom, cnrom, mmc3 (txrom), ax...
by x0000
Thu Mar 14, 2013 1:20 pm
Forum: NESemdev
Topic: puNES Emulator
Replies: 766
Views: 1026761

Re: puNES Emulator (ex Fnes)

Please, add suport to configure a "deadzone" for the pad. Im using a xbox360 controller, and its impossible controling megaman or mario! The stick is too sensible, and this pad cant be configurated in Sytem Options. If i use another set of "tuned" drivers, the pad loses all compatibility with anoth...