Here are some questions that I have. Thanks in advance for answering them.
1. Why is FCE Ultra so highly rated? It has a poor GUI and many bugs. For instance it can't run Clu Clu Land or Spy vs Spy, and they are basic NROM games.
2. Many emulators get a Dr. PC jr. pass in a PPU palette test in NEStress. My emulator gets a NES pass. Since the documentation claims that the NES does not have the palette value passed into the pipe, would it be better for a NES emulator to get a NES pass instead?
3. Since the PAL PPU renders 3.2 pixels every CPU cycle does that mean an extra pixel is rendered every 5 PPU pixels?
4. In NEStress there are 3 sprite tests that everyone fails. Does anyone know what these are for?
5. In Arkanoid it seems that you have an infinite amount of lives. Is this an emulation bug or a bug within the game?
6. Can the memory registers be modified by a different instruction that STx? i.e. ASL 2001h
7. The following is extracted from loopy's scrolling doc;
scanline start (if background and sprites are enabled):
v:0000010000011111=t:0000010000011111
frame start (line 0) (if background and sprites are enabled):
v=t
Does scanline start refer to the start of every scanline? Does frame start refer to the dummy scanline, the first scanline, or the start of the VBlank?
8. According to Brad Taylor's document, 2 tiles are prefetched during the HBlank period for the next scanline. The document also says that during the first 256 PPU cc's 32 tiles worth of data is fetched. Shouldn't that be 30 tiles?
1. Why is FCE Ultra so highly rated? It has a poor GUI and many bugs. For instance it can't run Clu Clu Land or Spy vs Spy, and they are basic NROM games.
2. Many emulators get a Dr. PC jr. pass in a PPU palette test in NEStress. My emulator gets a NES pass. Since the documentation claims that the NES does not have the palette value passed into the pipe, would it be better for a NES emulator to get a NES pass instead?
3. Since the PAL PPU renders 3.2 pixels every CPU cycle does that mean an extra pixel is rendered every 5 PPU pixels?
4. In NEStress there are 3 sprite tests that everyone fails. Does anyone know what these are for?
5. In Arkanoid it seems that you have an infinite amount of lives. Is this an emulation bug or a bug within the game?
6. Can the memory registers be modified by a different instruction that STx? i.e. ASL 2001h
7. The following is extracted from loopy's scrolling doc;
scanline start (if background and sprites are enabled):
v:0000010000011111=t:0000010000011111
frame start (line 0) (if background and sprites are enabled):
v=t
Does scanline start refer to the start of every scanline? Does frame start refer to the dummy scanline, the first scanline, or the start of the VBlank?
8. According to Brad Taylor's document, 2 tiles are prefetched during the HBlank period for the next scanline. The document also says that during the first 256 PPU cc's 32 tiles worth of data is fetched. Shouldn't that be 30 tiles?