PurrFX project update 2

Project status overview as of August 15, 2020.

Commits: From August 14 through 15 of 2020.

Alright, things are getting serious...

To understand the principles of the "Game Music Emu" library (and any other code btw), you have to experiment a lot. You have to debug it, try to change something, read documentation. In the course of such experiments, I managed to find a place where the Ricoh 2a03 processor emulator executes machine instructions. Did you know about it? Processing NSF files is not that easy.

Then I added basic logging to the capabilities of PurrFX. At this moment it supports logging of executed machine code only.

As an experiment, I’ve collected a log of work for something simple: “Super Mario Bros.nsf” (the very famous first track)...Wow! The output file size is almost 9 MB and it contains 469306 lines (each line is one machine instruction) for just one minute of music. This means the NES processor actually does a hell of a lot of work, and the console itself is not as simple as it might seem.

 

Related information:
https://wiki.nesdev.com/w/index.php/6502_instructions
http://obelisk.me.uk/6502/reference.html

Project page: https://github.com/TheCatNose/PurrFX


Thanks to @cowardyne and @Infu_av for correcting this text.

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