Search found 1439 matches

by Drag
Sat Aug 06, 2022 4:26 pm
Forum: NES Graphics
Topic: The Quest for the Perfect Palette Generator
Replies: 51
Views: 77541

Re: The Quest for the Perfect Palette Generator

Will you let us know when the copy on wootest.net is updated with the new toggles? (or if you have a different preferred host) In general, whenever I make an update post in here, I'll already have updated the live copy on wootest, so you may need to do a shift-refresh if you're still seeing the old...
by Drag
Sat Aug 06, 2022 10:54 am
Forum: NES Graphics
Topic: The Quest for the Perfect Palette Generator
Replies: 51
Views: 77541

Re: The Quest for the Perfect Palette Generator

I've finally added the luminance hue-shift effect that the 2C02E and G have, and with it, I've updated the default palette the generator starts off with, so now the default palette finally is the actual exact palette I use in all of my development. Based on what the palette looks like, and what my T...
by Drag
Fri Aug 05, 2022 3:41 pm
Forum: NES Graphics
Topic: Trying to figure out which RGB palette is canonical
Replies: 36
Views: 1989

Re: Trying to figure out which RGB palette is canonical

Thank you for updating me, that's the precise reason I comment on things like this. ;) I thought of another thing that can affect the hues; each individual phase from the shift register can be delayed more or less depending on the length of the trace, and the number of gates and other components it ...
by Drag
Fri Aug 05, 2022 12:14 pm
Forum: NES Graphics
Topic: Trying to figure out which RGB palette is canonical
Replies: 36
Views: 1989

Re: Trying to figure out which RGB palette is canonical

Based on what I know about the PPU (which may be outdated by now), I would hypothesize: The luminance and saturation between each row of the palette can vary slightly , enough that you can measure it with an oscilloscope, but not enough that you'll notice it visually on the screen, because the vario...
by Drag
Wed Aug 03, 2022 8:11 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 57
Views: 3431

Re: Kulor's Guide to Mode 7 Perspective Planes

kulor wrote: Wed Aug 03, 2022 7:23 am I seem to recall Ocarina of Time animates camera position with FOV to get this kind of "background zooming out" effect
That's called a "dolly zoom", if you or anyone else were interested. :D
by Drag
Mon Aug 01, 2022 9:19 am
Forum: NES Music
Topic: Does everyone still use Winamp for VGM?
Replies: 19
Views: 16285

Re: Does everyone still use Winamp for VGM?

As a 2022 update, I'm still using my same Winamp loadout as I mentioned way back in 2018, on v5.666 build 3516, but I've also been listening to random soundtracks on Zophar and on VGMRips for arcade and other stuff I can't find on Zophar. If I really like something, I'll download the files and keep ...
by Drag
Fri Jul 29, 2022 8:43 am
Forum: SNESdev
Topic: Does one colour ALWAYS have to be transparent?
Replies: 19
Views: 1312

Re: Does one colour ALWAYS have to be transparent?

Well, specifically, I was about to go off on a tangent as to how I think it'd be nice to have full alpha blending in the palettes, like if you defined palettes with RGBA instead of being stuck with RGB + 1 transparent color. Thinking more about it, you don't really even see that in arcade games, and...
by Drag
Fri Jul 29, 2022 8:35 am
Forum: SNESdev
Topic: Does one colour ALWAYS have to be transparent?
Replies: 19
Views: 1312

Re: Does one colour ALWAYS have to be transparent?

Also if there's no transparent color, why even have layers since they'd all be opaque... No forced transparent color; if you had control over whether each palette attribute had a transparent color or not, it wouldn't render layers redundant. Edit: Gah, got beaten to it, that just goes to show how l...
by Drag
Wed Jul 13, 2022 10:51 am
Forum: General Stuff
Topic: Games with black bars on top and bottom
Replies: 38
Views: 1868

Re: Games with black bars on top and bottom

lidnariq wrote: Wed Jul 13, 2022 10:32 am We're about to make a page on the wiki for this - I realized there was no central place for it yesterday.
Excellent, thank you, because was interested in familiarizing myself with all of this recent info, but there's no way I'd be able to effectively search the forums and find it all.
by Drag
Wed Jul 13, 2022 9:57 am
Forum: General Stuff
Topic: Games with black bars on top and bottom
Replies: 38
Views: 1868

Re: Games with black bars on top and bottom

Really quick, is there a centralized place we've documented all of these misc PPU glitches? Glitches with turning rendering off, palette corruption, and times where you need to use a mirror of a PPU register?
by Drag
Sun Jul 10, 2022 10:50 pm
Forum: General Stuff
Topic: Games with black bars on top and bottom
Replies: 38
Views: 1868

Re: Games with black bars on top and bottom

If you're willing to implement the screen-splitting logic for a status bar (even if you don't actually make it function as one), you can simply keep two blank rows in your "status bar" region and use $2006 writes to blank the top and bottom of the screen. If you make a "real" sta...
by Drag
Thu Jul 07, 2022 6:48 am
Forum: NESdev
Topic: Changing nametable layout terminology on the wiki
Replies: 22
Views: 1918

Re: Changing nametable layout terminology on the wiki

Things get less intuitive with the unusual mirroring types on the wiki. I'd be willing to leave those as mirroring, but arrangement alternatives I'm currently thinking: - Diagonal mirroring / Staggered arrangement: A B B A - 3-screen diagonal mirroring / 3-screen staggered arrangement: A B C A - 3-...
by Drag
Tue Jul 05, 2022 6:48 pm
Forum: NESdev
Topic: Changing nametable layout terminology on the wiki
Replies: 22
Views: 1918

Re: Changing nametable layout terminology on the wiki

“Mirroring” might imply that the image would be flipped on the other nametable, like a reflection in a mirror. That might actually be pretty cool; I wonder if that is useful somehow? Pattern data would need to be reversed for “horizontal mirroring”. :mrgreen: The Atari 2600 does this. There's only ...
by Drag
Tue Jul 05, 2022 12:18 pm
Forum: NESdev
Topic: Problem with palette discoloration when PPU is turned off during rendering.
Replies: 17
Views: 4471

Re: Problem with palette discoloration when PPU is turned off during rendering.

It's been a while, but I can confirm that I've gotten a palette glitch from the test rom. If I boot up and simply press left once, I get the following glitch: (B=0) 3F00 = 3F0E 3F04 = 3F06 3F08 = ? (it changes slightly but I can't tell what it changes to) 3F0C = 3F0F If I hold B to scroll 3 pixels, ...
by Drag
Mon Jul 04, 2022 6:06 pm
Forum: NESdev
Topic: Weird PPU writes
Replies: 23
Views: 6006

Re: Weird PPU writes

Pokun wrote: Mon Jul 04, 2022 4:42 pm $3F10 isn't invisible though, it's a mirror of the backdrop color.
Oops, you're right, I got mixed up. :P