Search found 177 matches

by albailey
Wed Nov 10, 2010 1:06 pm
Forum: NESemdev
Topic: emulator performance?
Replies: 18
Views: 6981

Sounds extremely good to me. My emulator is nowhere near that. On my machine, I typically get 40 fps, and my emulator does not yet support sound, has major PPU issues (like SMB title screen) and only about 6 mappers implemented. For me, I've learned a ton and have enjoyed a lot of the time spent on ...
by albailey
Fri Oct 15, 2010 11:43 am
Forum: NESemdev
Topic: Blargg CPU test
Replies: 3
Views: 2191

Which of the test roms are you using. He posted version 5 in this thread http://nesdev.com/bbs/viewtopic.php?t=3831 I also cannot figure out how to get 9C and 9E working. In the above post, blargg alluded that he would likely just remove those opcodes altogether. edit- the reason I ask which version...
by albailey
Wed Sep 22, 2010 10:18 am
Forum: NESdev
Topic: Zapper Problem!!! Please help..
Replies: 8
Views: 2946

For #2. I found that emulators do not seem to handle X location. ie: they set the diode at the same point of every scanline. For my half completed lightgun game, I used multiple blank screens. Typically 3 or 4 in a row. That still works out to 4 out of 60 frames (1/15 of a second) which I personally...
by albailey
Wed Sep 08, 2010 2:52 pm
Forum: NESemdev
Topic: A little help with Blargg's nes_instr_test?
Replies: 29
Views: 18291

I also encountered some weirdness in or around that test. When I run official_only.nes (v2) , I can see by examining memory $6000 that it says 13-rti passed, but then things freak out encountering opcode FF at A231 over and over. When I run the individual test rom singles I can run successfully roms...
by albailey
Sat Aug 14, 2010 4:20 am
Forum: NESemdev
Topic: Trouble with vram_access Test Rom.
Replies: 2
Views: 1887

Perfect.
Thank you very much.

Al
by albailey
Fri Aug 13, 2010 8:20 pm
Forum: NESemdev
Topic: Trouble with vram_access Test Rom.
Replies: 2
Views: 1887

Trouble with vram_access Test Rom.

When running vram_access.nes which is one of blargg's test roms, I fail with an error 6. I understand what the test rom is doing. I just do not understand why the behaviour should be that way. Basically the step I am failing does the following: 1) stores the value $9A to PPU $2F12 using 2007 2) read...
by albailey
Wed Jul 07, 2010 6:25 pm
Forum: NESdev
Topic: Question about coding for NES zapper
Replies: 14
Views: 6308

In mine I have 2 separate 16-bit counters. one for each zapper. Those values are the upper and lower bytes of those counters. You can see the values at the bottom of the screen. I didnt really devote a lot of energy into making it sound good, I just wanted the 2 zappers to sound differently. I'm no ...
by albailey
Wed Jul 07, 2010 11:54 am
Forum: NESdev
Topic: Question about coding for NES zapper
Replies: 14
Views: 6308

Here is a really small zapper test I did a while back: http://www.parodius.com/~memblers/nes/zappa.zip It read the zapper about once per scanline (if even that, I don't know what the timing was in this) and changes the pitch of a sound channel based on that. I remember reading about this. I ended u...
by albailey
Wed Jun 09, 2010 5:30 am
Forum: General Stuff
Topic: List of all the NES emulators in development
Replies: 46
Views: 11690

tepples wrote:
albailey wrote:Is there a link or list somewhere of the games that are tricky to emulate?
There is such a list on the wiki, along with an incomplete list of glitches that should be there. Anyone who can help make these lists more complete is invited to do so.
Thanks. I appreciate it.
Al
by albailey
Tue Jun 08, 2010 1:50 pm
Forum: General Stuff
Topic: List of all the NES emulators in development
Replies: 46
Views: 11690

Yeah mine would definitely not be considered working. (although it is entertaining) Some NROM games look and run fine, while others (like Galaxian) look like a mess. I saw a post earlier about Super Cars. Is there a link or list somewhere of the games that are tricky to emulate? For example, I think...
by albailey
Wed May 12, 2010 5:15 pm
Forum: General Stuff
Topic: List of all the NES emulators in development
Replies: 46
Views: 11690

Maybe we could have people post (just once) in a thread if they are working on an emulator, along with info about it (programming language, status, etc..) and then just update their post as things change.

Al
by albailey
Sun Apr 18, 2010 4:34 pm
Forum: General Stuff
Topic: Thoughts on an IDE for nes development
Replies: 15
Views: 4398

^^^ I think any external tool can be run through Eclipse For example, you can do the following Menu sequence: Run -> External Tools -> External Tools Configurations Then add in whatever is needed to setup the tool. You can also use "Ant" which could contain what the makefile contains (or call make i...
by albailey
Sat Apr 17, 2010 5:54 pm
Forum: General Stuff
Topic: Thoughts on an IDE for nes development
Replies: 15
Views: 4398

May be you could try to create an plugin for Eclipse. I've never work on them, but it seems you can use many features provided by Eclipse (auto-completion, refactoring tools, ...). And most of all : it would be multi-platform :) I actually started working on a NES IDE using Eclipse Plugins, but I d...
by albailey
Sun Mar 28, 2010 8:07 am
Forum: NESdev
Topic: Legally paying homage to a game series you like
Replies: 36
Views: 10546

I think the "legal" part depends on where you are.
I think in Canada and the US, you can get away with "parody" as a way of expressing your fan appreciation. You just have to make sure you are parody-ing and not just copying.


Al
by albailey
Fri Feb 19, 2010 6:22 pm
Forum: Newbie Help Center
Topic: Made a small demo and trying to finish
Replies: 2
Views: 1496

$2007 is the read/write register for all PPU access. You use $2006 for the address that the PPU is pointing at when you read or write to PPU ($2007). So the loop you used is the loop that is loading in the palette (which goes at 3F00 You want to set different high and low $2006 bytes to write to you...