Week 5/6 Blues

The past couple weeks of Capstone have been more stressful than I would like to admit. In finishing up the vast majority of our CPU implementation, we have moved on the the picture processing unit (PPU), a vital piece of software that puts the game pixels up on the screen. To say the PPU is… Continue reading Week 5/6 Blues

Week 4 Check-In

I would like to give an update regarding how our group’s project has been coming along, as well as issues I have encountered while implementing the CPU opcodes. First of all, our group has been communicating well, mostly via Slack, but also with a video conference call once per week. I have had to reach… Continue reading Week 4 Check-In

NES Emulator: Instruction Cycle

Building off my last post detailing the various addressing modes the 6502 CPU uses for loading operands to assembly instructions, I would like to devote this post to the CPU instruction cycle as it relates to the NES Emulator. The instruction cycle has 3 core components: fetch, decode, execute. Each time the CPU wants to… Continue reading NES Emulator: Instruction Cycle

NES Emulator: Addressing Modes

In this post, I would like to provide a summary of the different addressing modes on the CPU that our NES emulator is based off: the 8-bit 6502 microprocessor. This CPU utilizes a 16-bit memory address space, meaning there are 2^16 (65,536) bytes available for memory addresses, 0x0000 to 0xFFFF. Every execution cycle, the CPU… Continue reading NES Emulator: Addressing Modes

Hello world!

Hi there! My name is Andrew Dorgan, and I want to tell you about my start in computer science. I have been working in the healthcare sector for about 6 years as an occupational therapist. If you’re wondering what that is, don’t worry…nobody knows! Plain and simple, I help people who are sick, injured or… Continue reading Hello world!