42Bastian

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IIRC there is a tool which lets you map _any_ gamepad to keys. I used it some time ago with Handy. Ok, side project: Send Lynx button via ComLynx to...

Here two versions of cycle_check. Signed + Accu and one w/o. Signed/Accu shows 160 the other 154. Both do 1024 multiplications, time in in 64us ticks [cycle_check_sign_accu.zip](https://github.com/laoo/Felix/files/7496449/cycle_check_sign_accu.zip) [cycle_check.zip](https://github.com/laoo/Felix/files/7496450/cycle_check.zip)

Well, I think most important is that timers are correct and math cycles are not more than on hardware. Cycle accurate emulation of the Lynx is hard to achieve esp....

That's what I wanted to say. Even the official docs state, that one should no rely on exact cycles. So yes, first step should be to have the sprite engine...

Plus: - F7 ( step over) : If issued on a conditional branch: Breakpoint behind the branch (like Bugaboo). Helps to finish loops.

It repeats an instruction (or multiple) and measures the time. For example, 16K times a NOP takes 153 counts with 64us. => 0.598us/NOP => 9.55 ticks => 2.39 cycles. But...

Sorry, the .o on githup uses a shorter loop. But it should be flickering 8/9 not 10/11 [cycle_check_2.zip](https://github.com/laoo/Felix/files/7495703/cycle_check_2.zip) Attached one uses 8192 NOPs and 32us timer. On Lynx the counter...

I think the problem is the increment of ticks: ``` 1199134: PC:4800 A:04 X:20 Y:f4 S:00 P:--1B---C nop 1199147: PC:4801 A:04 X:20 Y:f4 S:00 P:--1B---C nop +13 1199156: PC:4802 A:04...