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introduction
[q00.gb]
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overview
getting started with the cpu
testing our cpu
interrupts and timers
opcode cycles and timings
ppu – rgb arrays and sdl
throttling the emulation
starting the first games
more todo’s – mmu, mbc and controls
adding ui elements
bleeding ears – time to add audio
bug hunting – get more games going
savestates and xbox controllers – adding features
[q00.nes]
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overview
opcodes and addressing modes – the 6502
illegal opcodes
cartridge loading, pattern tables and ppu registers
interrupts, vblank and nametables
palettes, attribute tables and sprites
scrolling & color fixing NTs
fixing smb
implementing controls
y-scroll, v and t and ice climber
unrom mapper, duck tales, and scrolling again
about mappers – mmc1 and mmc3
charming sound – the apu
[q00.c64]
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overview
6502 – almost done
loading KERNAL, BASIC and CHR
graphical output – the VIC
Opening borders
CIAs – Timers, Keyboard and more
PLA – or ‘what is where’
PRGs and D64s – Hotloading and Parsing
Timings – state machine, bus sharing and oddities
Sprites, more CPU timings and IRQ quirks
SID – synthesizer and chiptunes
[q00.si]
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a short fun project
[q00.snes]
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introduction
65816 – the cpu
memory mapping – the tale of LoROM and MMIO
cartridge header
DMAs
communicating with the PPU
backgrounds, modes and tests
adding controllers
mosaic effect
HDMAs & brightness
sub screens & color math
windows, BG priority & pixel pipeline
spc700 – the audio processor
synching components – relative schedulers
pitfalls – how to dumb
mailing list
links
[q00.snes]
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