Subject: Re: [stella] Games using unofficial opcodes From: "Fred Quimby" <c9r@xxxxxxxxxxx> Date: Thu, 2 Jun 2005 22:17:04 -0400 |
I investigated this and it turns out both emus do support RRA. It turns out that my memory was wrong... I looked back through my code, and I made a comment to myself that I could use RRA in a certain case but it wouldn't save any bytes, which was the real reason I didn't use it. And since my memory was wrong, I mistook a "n/a" for opcode $62 in Stella source to be where RRA was supposed to be, but of course $62 is really a JAM or HLT. So I stand corrected, and now I will change my previous statement to be that you can find *everything* about illegal opcodes in emulator source code. >From: "Eckhard Stolberg" <Eckhard_Stolberg@xxxxxx> >Reply-To: stella@xxxxxxxxxxxxxxxxxx >To: <stella@xxxxxxxxxxxxxxxxxx> >Subject: Re: [stella] Games using unofficial opcodes >Date: Thu, 2 Jun 2005 17:05:52 -0400 > > > Emulator source code (Stella or Z26, not PCAE) will reveal most of what > > you > > need to know. However, I have found that even these emulators don't do > > all > > of the exotic opcodes (in particular, neither seems to do RRA, which I > > tried > > to use in one of my games.) > >We have implemented all undocumented opcodes in z26 and tested them >with Wolfgang Lorenz's C64 emulator test suite. So RRA should work >properly. What happened when you tried to use RRA in z26 and what >did you expect to happen? Also, which version of z26 did you use? >Did your program work as expected on a real VCS? > > >Ciao, Eckhard Stolberg > >Archives (includes files) at http://www.biglist.com/lists/stella/archives/ >Unsub & more at http://stella.biglist.com > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://stella.biglist.com
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