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Petruza

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About Petruza

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    Space Invader
  1. Ok, I can see that DASM with option -f3 (not sure what the other output formats are, but it was like this on the tutorials) creates a .bin image that just has the raw code, no header. It fills the gap between ORG $F000 and ORG $F100 but has no indication that the start of the code is at $F000 So I suppose the emulator assumes that the image should be loaded at $F000 ? At least I tried the tutorials by Andrew Davie with DASM and Stella and it worked like this.
  2. No please by all means do argue, I'm here to learn from more experienced people. Well I've never done any Android development and am not interested in that for the moment.
  3. Ok, it's been well stablished that the Atari 2600 is not a simple system to emulate. That aside, is there a specification of the bin and a26 ROM file formats?
  4. That's exactly why I want to make emulators, as I said: And I add: and not only modifying the output, maybe modifying the game internals also, or running two emulators simultaneously and linking them in some way so to let two persons play a game that was intended as single player only.
  5. By different behaviour you mean graphics-wise, right? or are there any other risks like desync'ing with the CPU, the HBlanks, etc?
  6. I know the most logical answer would be: "Don't. Stella already does it wonderfully". But the thing is, I've started programming a NES emulator some years ago ( for a special valid reason* ) and it is now on an indefinite hiatus. I've been reading about the VCS and think it's a simpler system than the NES, and programming an emulator for it would be a good training for later making one for the NES and Commodore 64 which are my other goals. I've already finished all the 6502 instructions, so I have part of the job done. Although keeping the cpu in sync with the TIA and Bank switching are complex, the simplicity of the TIA vs. NES' video chip and the Atari's CPU-programmer-driven interrupts vs. NES' interrupts, make it simpler to model. TL;DR: So, how the VCS works is fairly well covered by the programming tutorials out there, but I need some directions, if there are any, on specific VCS emulator development, mainly cartridge ROM file formats description, and anything else I can't think of now. *: Why make yet another emulator for an already emulated platform? Well, I have two reasons, the first one is I wanted to keep my C++ skills in shape, after working for years on web development. And the other is that I want to make emulators that don't just emulate the games exactly how they were, but that are capable of modifying the the game's output at runtime, kind of what Pacifi3D did with Pacman. I tried reading some emulator's source, but honestly I found them too cryptic because of low level C optimizations, and wanted to live the experience of writing one from scratch anyway.
  7. LOL no, I didn't even notice that. Now I get it, I was counting the CPX just once, not realizing the obvious fact that it was being executed inside the loop, so adding 128 times its cycle count, not just once. Now I see it. Thanks for the clarification. By the way it's a great tutorial, I'm enjoying it a lot.
  8. Hi, I must be missing something, but both pieces of code iterate $80 times, one counts from 0 to $80 and the other from $80 to 0 wrapping around. So the only difference in cycle counting I find is the CPX #$80, what else is accounting for a 160 cycle reduction?
  9. Hello there, I'm trying WUDSN which seems a really great tool. I'm testing a screen flashing program which I already compiled with DASM by hand and I know it works. I've set up the WUDSN plugin and specified the path to the DASM compiler, but when I try to compile the project, I get an error in the problems tab that says that the path to the MADS compiler is not set. How do I tell WUDSN that I want to use DASM and not MADS? Thanks in advance! Update: I realized I had to associate the .asm extension to the DASM editor. Now it compiles, but in .bin format for Atari 2600, how do I specify WUDSN to compile for Commodore 64? From the command line I just run DASM hello.asm -ohello.prg And it figures out to build for C64 on its own.
  10. Maybe for something like this: Or maybe an admin considered he was talking nonsense, which is highly probable, although it was a damn funny nonsense.
  11. Please do not do this or harass him in any other way. Thanks, ..Al Oh! maybe this IS proof that Joe has indeed a deal with admins for his protection...
  12. Hey Joe, you were banned for good? I miss your posts, I had too much fun reading them!

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