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Thread: Nes

  1. #41
    EmuTalk Member hap's Avatar
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    With an array of 4 pointers that hold the current nametablebank, respectively for ppu memmap locations 0x2000, 0x2400, 0x2800 and 0x2c00.

    eg. vertical mirroring: pointers 0x2000 and 0x2800 point to nametable 1, and pointers 0x2400 and 0x2c00 point to nametable 2.


  2. #42
    EmuTalk Member hap's Avatar
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    Fixed mmc1, and mmc2 too (punch out), fixed sprites, added mmc3 without irq. I'm bound to meet 'Error' still many times during progress.

    *edit* someone said no NES rom uses the BRK opcode. Well, Dragon Warrior 1 uses it. And it might also be worth noting that the game 'Super Cars' depends on undocumented opcodes.
    Last edited by hap; March 16th, 2005 at 17:06.

  3. #43
    EmuTalk Member hap's Avatar
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    I've slightly modified my rom loader to make it throw up a list of mappers of the GoodNES roms. See the attachment for the result, handy when testing.

    *edit* hmm, I've found out why games like Megaman, Rushn Attack, Jackal, and probably others, wouldn't boot: the iNES header was messed up with a string 'DiskDude!' at the end.

    Just to let be known that this mapperlist contains errors due to broken headers.
    Last edited by hap; March 23rd, 2005 at 01:14.

  4. #44
    EmuTalk Member hap's Avatar
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    Hmm, I think I've gotten somewhat bored with NES, I've hardly worked on it for nearly a month. I'm done with most of the fun stuff, and sound emulation scares me. I'll get back to it later probably, but in the meantime it's time for something new, like perhaps joining the Gameboy emulation programming bandwagon

    *edit* or maybe the MSX... well, at least something with a Z80 in it as the main CPU.
    Last edited by hap; April 13th, 2005 at 16:20.

  5. #45
    Moderator aprentice's Avatar
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    Quote Originally Posted by hap
    Hmm, I think I've gotten somewhat bored with NES, I've hardly worked on it for nearly a month. I'm done with most of the fun stuff, and sound emulation scares me. I'll get back to it later probably, but in the meantime it's time for something new, like perhaps joining the Gameboy emulation programming bandwagon

    *edit* or maybe the MSX... well, at least something with a Z80 in it as the main CPU.
    if you choose gameboy, welcome to our club, we have lots of people with working gameboy emus, if you do msx, create a thread for it so we could follow your progress maybe even join your bandwagon

    I havent touched my nes emu in more than a month but its not too far from running commercial, it just has some bugs in it keeping gfx from showing, might be resuming work on it sooner or later..

    good luck with whatever path you choose!

  6. #46
    Pathetic Member _pm_'s Avatar
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    Quote Originally Posted by hap
    Fixed mmc1, and mmc2 too (punch out), fixed sprites, added mmc3 without irq. I'm bound to meet 'Error' still many times during progress.

    *edit* someone said no NES rom uses the BRK opcode. Well, Dragon Warrior 1 uses it. And it might also be worth noting that the game 'Super Cars' depends on undocumented opcodes.
    Yes, "Super Cars" is such an annoying game to emulate properly.

  7. #47
    Uli Hecht
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    i'm ready with the instructions. but what the hell ... mappers, mirroring ?! non ne capisco niente...
    i think i understood the function of mappers, i don't like them
    but mirroring... why are some pages mirrored twice, i don't understood the sense... and where is that VRAM, in the cart or in nes or both? if i got right, the mappers controll the addressing...
    ah, i'm a bit confused 'bout that stuff, hope ya can help me.
    no google was no help
    yes, i already wrote a chip8 emulator
    MS WORD: "Warning! Hyperlinks can damage your computer and data. [...]"

  8. #48
    EmuTalk Member BGNG's Avatar
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    The NES was designed to be reprogrammable on a hardware level in order to introduce expansions. Mirrored memory can typically be used as non-mirrored memory by providing in-cart RAM and rerouting the addresses. In this same manner, video memory can be provided by the cartridge. This is how the four-way split screen function works.

  9. #49
    Uli Hecht
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    hm... i managed the other things too, so i don't know, why i've that problems now.
    i give an example: i write to an address in a nes-memory page. this page is mirrored four times, like explaind in the docs. what do i have to do in my MemWrite() procedure now?

    if i got right things work like this: the game gives an address higher than 0x10000, the mapper controls that and operates on the respective address in extra cart memory ?!?!?

    what are those registers used in emulators like reg8. the cpu regs and the ppu have other names as far i know.
    Last edited by |\/|-a-\/; May 6th, 2005 at 09:07.
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  10. #50
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    reg8 usually refers to an 8-bit register .

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