@bea emulator?
@bea play legacy of the wizard
@Tanuki it seriously is, except I found that writing the full symbolic execution engine for x86/x64 was easier to get right in some way because I knew all the quirks going in
Doing the PPU has been a bit of trouble so far
@Tanuki btw updateframe, drawsprites, drawbackground and drawnametable are probable totally wrong
You could scrap all of those if you wanted.
I just spit them out as best i could then went to getting stuff running so i could debug visually
@Tanuki its checking the vblank bit in ppustatus register. It waits for two full frame redraws to resync the ppu and cpu after a reset. The third inf loop at 8057 is after nmi is enabled and the next vblank after that causes the handler to be called
Hellbird
@angrboda i couldnt handle it. It always made my heart race like mad. Im astounded i stayed for so many years.
@Litchi nabiki is my fave but i dont want to cut my hair. Im probably an akane anyhow...
@Litchi ill do akane :)
@Litchi shampoo is your wife??? You need to do a ranma cosplay for real tho
@Litchi shampoo is your wife??? You need to do a ranma cosplay for real tho
okay - I feel much better about this now - I'm, ready for @Tanuki to solve all my PPU and speed issues for me now that I'm fairly confident in the CPU and debugger
@vahnj apparently also I just learned that CMP CPX and CPY do not set carry in any sane way
They just set carry if the register is larger than the operand which mathematically... is.... nonsense...?
@vahnj *dances* spent an hour walking back from the crash to find where i differed and when and then I've been scratching my head staring at that thing... haha
@vahnj so if we want to test
00 - A0
~0 is 0xFF + 1 is 0x100 > 0xA5
which is right and 0 > 0xA5 is wrong....
you're right - thank you :)
register should be masked but the test here shouldnt be <3
@vahnj 8 bit - anding with 0xFF confines it to 8 bits
Mixie trash
- she / her -