MarathonMan
Emulator Developer
- Thread Starter
- #301
Was it really a dumb bug?
Unfortunately, yes. Wasn't saving $pc to $epc when an interrupt was raised.
Was it really a dumb bug?
Wow, I don't know a **** about programming and yet I can very well imagine how dumb is that.Unfortunately, yes. Wasn't saving $pc to $epc when an interrupt was raised.
I'll wait to see some actual screenshots, then I'll be impressed. Good job so far!
Well, congraturations!!!
But... I guess it isn't supposed to have that black pixel grid, right?
The ball is invisible silly. You have to use your inner chi to sense where it is on the screen. Or maybe it's the fact that the emulator isn't complete yet and he's just showing us an early work in progress shot.0/10 there's no ball
Cycle-Accurate Emulator Nintendo 64, at least I thinkGreat work MarathonMan! :cheers:
What does the CEN in CEN64 mean, by the way? :sorcerer:
The ball is invisible silly. You have to use your inner chi to sense where it is on the screen. Or maybe it's the fact that the emulator isn't complete yet and he's just showing us an early work in progress shot.![]()
Cycle-Accurate Emulator Nintendo 64, at least I think.
Nah, just hadn't started the game yet... trolls gonna' troll though.
The "15-bit" mode in the N64 maintains 18 bits in RDRAM. The 2 extra bits RDRAM provides (RDRAM is 9-bit instead of 8-bit, so you have 18 bits instead of 16 when paired) are combined with one bit from the 16 "normal" bits to give 3 alpha bits for the frame buffer. The programmer cannot directly access those bits - you only have 5551 and 4444 textures; the RDP uses the bits itself as it renders to give better transparency effects for 15-bit mode.
That is not the same as the 18-bit palette in VGA cards - 18-bit VGA colors are 666; that is, six bits per color, and no alpha (VGA never had an alpha channel). The N64 15-bit mode is 555 for the RGB; that is, five bits per color. The extra bits are ONLY for computed alpha, not color.
i thought it was 555 with 1bit luminance for each channel.
though i think i asked mudlord that once and he said no...... memory sucks :<
dug it up, im wrong
http://www.sega-16.com/forum/showth...nsole-hardware&p=423451&viewfull=1#post423451
I think Jabo's plugin is the only one that does the computed alpha properly, not even Glide64 does it, and the Nintendo logo's use this to give more sheen ... hence why it looks duller.