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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