Search found 1231 matches
- Wed Oct 26, 2005 7:45 am
- Forum: NESemdev
- Topic: Power-Up Palette Values
- Replies: 16
- Views: 8349
Since we've already established that the palette contains different values on power-up, I still have to ask the same question again. If you leave the palette alone the screen will flash grey for a frame or two, which I think is best corrected by my first idea of filling the palette with 0x0F on a RO...
- Tue Oct 25, 2005 6:15 am
- Forum: NESemdev
- Topic: Power-Up Palette Values
- Replies: 16
- Views: 8349
- Mon Oct 24, 2005 2:43 pm
- Forum: NESemdev
- Topic: sprite 0 (attn: disch)
- Replies: 13
- Views: 7548
- Sun Oct 23, 2005 10:50 am
- Forum: NESemdev
- Topic: Power-Up Palette Values
- Replies: 16
- Views: 8349
- Sun Oct 23, 2005 3:15 am
- Forum: NESemdev
- Topic: Power-Up Palette Values
- Replies: 16
- Views: 8349
Power-Up Palette Values
Can we all agree that the best values to have in palette memory when a ROM is loaded is either $0D, $0E or $0F? That way the screen won't flash grey for the first frame or two. I know that all NES's had pre-set values and some say that different colours would flash up, so I think that for neutrality...
- Thu Oct 20, 2005 1:59 am
- Forum: NESemdev
- Topic: timing (again me...)
- Replies: 4
- Views: 4011
- Sat Oct 15, 2005 1:55 pm
- Forum: NESemdev
- Topic: Official Nintendo Emulator
- Replies: 37
- Views: 22198
- Sat Oct 15, 2005 1:25 pm
- Forum: NESemdev
- Topic: Official Nintendo Emulator
- Replies: 37
- Views: 22198
Official Nintendo Emulator
Even flown to the U.S. from the UK or vice versa? If so then you may of been able to play a Super Nintendo game in-flight. Now every passenger had the ability to do this at the same time and I doubt VERY MUCH that the airplane had 250 Super Nintendo consoles tucked away somewhere each with it's own ...
Questions
Here are some questions that I have. Thanks in advance for answering them. 1. Why is FCE Ultra so highly rated? It has a poor GUI and many bugs. For instance it can't run Clu Clu Land or Spy vs Spy, and they are basic NROM games. 2. Many emulators get a Dr. PC jr. pass in a PPU palette test in NEStr...
- Mon Oct 10, 2005 11:26 am
- Forum: NESemdev
- Topic: cpu V flag
- Replies: 12
- Views: 8472
- Mon Oct 10, 2005 7:34 am
- Forum: NESemdev
- Topic: cpu V flag
- Replies: 12
- Views: 8472
- Mon Oct 10, 2005 4:54 am
- Forum: NESemdev
- Topic: cpu V flag
- Replies: 12
- Views: 8472
- Sun Oct 09, 2005 2:06 am
- Forum: NESemdev
- Topic: NTSC/PAL PPU
- Replies: 16
- Views: 11461
- Sat Oct 08, 2005 3:47 pm
- Forum: NESemdev
- Topic: NTSC/PAL PPU
- Replies: 16
- Views: 11461
- Sat Oct 08, 2005 2:51 pm
- Forum: NESemdev
- Topic: NTSC/PAL PPU
- Replies: 16
- Views: 11461
NTSC/PAL PPU
What PPU rendering differences are there between the PAL and NTSC 2C02? I ask this because Brad Taylor's NTSC 2C02 Technical Reference doesn't mention PAL.
I am aware of the following;
1. Different VBlank Time
2. 106/113 CC per Scanline
3. 3/3.2 Pixels rendered
4. 232/240 Scanlines
Anything else?
I am aware of the following;
1. Different VBlank Time
2. 106/113 CC per Scanline
3. 3/3.2 Pixels rendered
4. 232/240 Scanlines
Anything else?