NES OAM Stress Test ------------------- Thoroughly tests OAM address ($2003) and read/write ($2004). On an NTSC NES, this passes only for one of the four random PPU-CPU synchronizations at power/reset. Test takes about 30 seconds, unless it fails. This test randomly sets the address, then randomly either writes a random number of random bytes, or reads from the current address a random number of times and verifies that it matches what's expected. It does this for tens of seconds (refreshing OAM periodically so it doesn't fade). Once done, it verifies that all bytes in OAM match what's expected. Expected behavior: $2003 write sets OAM address. $2004 write sets byte at current OAM address to byte written, then increments OAM address. $2004 read gives byte at current OAM address, without modifying OAM address. Flashes, clicks, other glitches ------------------------------- Some tests might need to turn the screen off and on, or cause slight audio clicks. This does not indicate failure, and should be ignored. Only the test result reported at the end is important, unless stated otherwise. Text output ----------- Tests generally print information on screen. They also output the same text as a zero-terminted string beginning at $6004, allowing examination of output in an NSF player, or a NES emulator without a working PPU. The tests also work properly if the PPU doesn't set the VBL flag properly or doesn't implement it at all. The final result is displayed and also written to $6000. Before the test starts, $80 is written there so you can tell when it's done. If a test needs the NES to be reset, it writes $81 there (emulator should wait a couple of frames after seeing $81). In addition, $DE $B0 $G1 is written to $6001-$6003 to allow an emulator to detect when a test is being run, as opposed to some other NES program. In NSF builds, the final result is also reported via a series of beeps (see below). See the source code for more information about a particular test and why it might be failing. Each test has comments and correct output at the top. NSF versions ------------ Many NSF-based tests require that the NSF player either not interrupt the init routine with the play routine, or if it does, not interrupt the play routine again if it hasn't returned yet. This is because many tests need to run for a while without returning. NSF versions also make periodic clicks to avoid the NSF player from thinking the track is silent and thus ending the track before it's done testing. In addition to the other text output methods described above, NSF builds report essential information bytes audibly, including the final result. A byte is reported as a series of tones. The code is in binary, with a low tone for 0 and a high tone for 1, and with leading zeroes skipped. The first tone is always a zero. A final code of 0 means passed, 1 means failure, and 2 or higher indicates a specific reason as listed in the source code by the corresponding set_code line. Examples: Tones Binary Decimal Meaning - - - - - - - - - - - - - - - - - - - - low 0 0 passed low high 01 1 failed low high low 010 2 error 2 -- Shay Green