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first steps toward a 6502 core

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  • ericballericball Posts: 774
    edited 2009-10-16 16:31
    I've added an asynchronous version to the original post.
    potatohead said...
    (god, you are fast!)
    Things go much faster when you don't have to debug tongue.gif

    One advantage is the 6502 is very well documented.· So it's more an implementation challenge rather than a design challenge.· (How do I do this efficiently in PASM rather than what do I want to do.)·

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  • Cluso99Cluso99 Posts: 18,069
    edited 2009-10-17 01:29
    Eric: Please add an index to your thread in my Emulators thread (link in my signature) & I will add 6502 into my sig as well smile.gif
    This way, we keep an index to the emulator threads in one place.

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    Links to other interesting threads:

    · Home of the MultiBladeProps: TriBlade,·RamBlade, RetroBlade,·TwinBlade,·SixBlade, website
    · Single Board Computer:·3 Propeller ICs·and a·TriBladeProp board (ZiCog Z80 Emulator)
    · Prop Tools under Development or Completed (Index)
    · Emulators: Micros eg Altair, and Terminals eg VT100 (Index) ZiCog (Z80) , MoCog (6809)
    · Search the Propeller forums·(uses advanced Google search)
    My cruising website is: ·www.bluemagic.biz·· MultiBladeProp is: www.bluemagic.biz/cluso.htm
  • HumanoidoHumanoido Posts: 5,770
    edited 2009-10-19 18:26
    Any rough completion date? A 6502 emulator will open up many doors for the Propeller chip!

    humanoido
  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-19 18:30
    The next step on this is to drop the core Eric worked through into a basic test environment and debug.

    My earlier effort contains such an environment, along with some nice 6502 test code.

    For me personally, I want to carry this ball forward. 8x8 text and some VCS stuff needs to get done first however, or what will happen is none of it gets done.

    You know, shiny thing syndrome.

    If somebody wants to start working on the 6502 core debug, I'm willing to help get the other effort combined with this one, so that the test environment is there for debugging. What I did in the other one was throw up a text screen, hand assemble some 6502 code, so that the core could be pointed at it, displaying results on the text screen. Pretty easy debug cycle, where CPU logic is concerned.

    The limit on that one was really me not yet up to speed on what it really takes to build out a suitable core. Eric's effort is a nice, big step forward. (thanks!)

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    Post Edited (potatohead) : 10/19/2009 7:28:43 PM GMT
  • heaterheater Posts: 3,370
    edited 2009-10-19 18:35
    Eric "Things go much faster when you don't have to debug"

    I like that, always thought computer science and programming would be much more fun without having to run the stuff on real hardware.

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  • Ahle2Ahle2 Posts: 1,179
    edited 2009-11-20 16:25
    How is it going ericball ?
    As you might know i'm very interested in the progress of this emulator for a project of mine. turn.gif
  • ericballericball Posts: 774
    edited 2010-01-11 18:54
    See Hydra NES Pacman Emulator·http://forums.parallax.com/showthread.php?p=871551· for something using the 6502 core.· I am sorry to say that Darryl found (and fixed) quite a few bugs in my code.· I will see if I can back port them into my samples.


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    Composite NTSC sprite driver: Forum
    NTSC & PAL driver templates: ObEx Forum
    OnePinTVText driver: ObEx Forum
  • BaggersBaggers Posts: 3,019
    edited 2010-01-11 19:00
    Ahle2, that should help you out [noparse]:D[/noparse] looking forward to your sid player being done with the 6502 emu [noparse]:D[/noparse]

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    ·
  • Ahle2Ahle2 Posts: 1,179
    edited 2010-01-12 21:35
    @Baggers
    Me too !!
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