11 March 2016 - Forum Rules
Started by Bisqwit, December 19, 2012, 01:38:36 PM
QuoteI managed to get the DMC-aware delay code right, but there's still some jitter of 12 cycles or so at some point. It doesn't help that the bank switching itself takes 76 cycles on VRC6, 72 cycles on MMC1 and 96 cycles on MMC3. The h-blank just isn't long enough to hide the whole switch, especially if there is a rocking of even 8 cycles back & forth
Quote from: keropi on December 20, 2012, 01:07:09 PMare both CHR and PGR data modified? or can I get away with just re-flashing the PGR rom?
Quoteedit2: on nestopia I can see now severe artifacts on the map screen (mmc3) , seems some tiles are misplaced
Quote from: Bregalad on December 20, 2012, 03:26:30 PMPut the MMC1 in 8kb CHR mode, and the whole switch happen in a single cycle. Only the last of the MMC1 register writes actually takes effect.
QuoteI don't see why you would need MMC3 or VRC6
Quote from: keropi on December 20, 2012, 05:59:06 PMDon't know if it's a stupid idea or not, but wouldn't making the map 1 screen only (without scrolling) help?
Quote from: Vanya on December 20, 2012, 08:44:15 PMI was wondering, though. Since there's a VRC6 version of the patch, does that mean that one could upgrade the game's music to the standard of Akumajou Densetsu?
QuoteThis really is the coming close to being the ultimate version of CV2. The only thing it needs is candles & a larger and more challenging selection of bosses.
Quote from: Vanya on December 20, 2012, 08:44:15 PMFantastic work on this. I'm looking forward to playing CV2 again for the first time in a decade.
Quote from: Bregalad on December 21, 2012, 04:56:50 AMI just tried the last version, the map itself works wonders as there is no glitch in the sound nor graphics, I really congratulate you for this.However, when the map is supposed to scroll only the sprites scrolls, and the BG remains static. It probably needs yet another little update... and it'll be perfect.
Quote from: Bregalad on December 21, 2012, 04:56:50 AMHowever, when the map is supposed to scroll only the sprites scrolls, and the BG remains static.
Quote from: Bregalad on December 20, 2012, 06:35:44 AMI think you got the calculations quite right, but for NTSC I get the preriods 72 and 54 from here : http://wiki.nesdev.com/w/index.php/APU_DMC. I don't know why you substracted them with 1. (not saying it's incorrect).For PAL it will be 66 and 50 respectively.I don't know if you got this working, but if you did it's really great. Keep in mind most emus will be inaccurate and will not simulate the DMC stealing cycles to the CPU. Only Nestopia and Nintendulator might emulate this correctly. I'm even pretty sure they only emulate NTSC correctly and have off-timings for PAL. I can always test whatever with my powerpak, as I have both a NTSC and PAL console, if this can be handy.
Quote from: Bregalad on December 21, 2012, 06:26:03 AMAlso you said the lag is almost gone. This means it's not completely gone ? If you have the room in ROM, do more unrolling of the loop that does your sprite, that should do the trick.
Quote from: keropi on December 21, 2012, 08:03:37 AMdamn, I get random wrong tiles after ~50mins... maybe there is something wrong with my cart ... I need to power cycle to get rid of them, a reset does not help... if there was a bug somewhere then the reset would clear it , right?
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