Search found 248 matches

by Bisqwit
Fri Oct 21, 2011 12:34 am
Forum: NESemdev
Topic: NTSC color palette emulation, with the square wave modulator
Replies: 149
Views: 95797

Presumably, the wave should be smoothed across pixels, not only pixel-internally. Which brings us to the color bleeding artifacts. I.e. instead of, 000000000000111111111111222222222222 x coordinate aaaaaaaaaaaabbbbbbbbbbbbbbbbbbbbbbbb pixel type ______¯¯¯¯¯¯____¯¯¯¯¯¯______¯¯¯¯¯¯__ signal , you get ...
by Bisqwit
Thu Oct 20, 2011 1:16 pm
Forum: NESemdev
Topic: NTSC color palette emulation, with the square wave modulator
Replies: 149
Views: 95797

Well, good news: It seems to be already sRGB. Heh. According to http://www.ipol.im/pub/algo/gl_localcolorcorrection/srcdoc/colorspace_8h.html#a9467bf97e02193d4508505cc9be8b6e1 anyway. (That code uses the "popular" matrix, though.) At least if one uses 2.2 for the gamma. (Rather than the 1....
by Bisqwit
Thu Oct 20, 2011 5:37 am
Forum: NESemdev
Topic: NTSC color palette emulation, with the square wave modulator
Replies: 149
Views: 95797

RGB without color management is <insert negative attributes here>. The intended color space is that of the phosphors in an early-1980s television. Yes, but an RGB palette in an emulator (whether constants or generated) is just RGB values without any information about how they are to be interpreted....
by Bisqwit
Thu Oct 20, 2011 12:35 am
Forum: NESemdev
Topic: NTSC color palette emulation, with the square wave modulator
Replies: 149
Views: 95797

So I'm wondering if you Bisqwit or someone else can tell me what settings I should use in a palette generator to match my captured palettes (PAL and NTSC)? If you can provide me your palette as a .PAL file I can try to see which settings in my generator result in the best match to it. EDIT: And oh,...
by Bisqwit
Thu Oct 20, 2011 12:30 am
Forum: NESemdev
Topic: NTSC color palette emulation, with the square wave modulator
Replies: 149
Views: 95797

That is kind of a valid point. I presume there are two kinds of mishaps that may happen to the perfectly good square wave signal: Emphasis of spikes at edges Trailing bias towards average (appears as smoothing and slanted lines) Possibly a mixture of both. An of course, addition of a DC offset. Asid...
by Bisqwit
Wed Oct 19, 2011 5:33 am
Forum: NESemdev
Topic: NTSC color palette emulation, with the square wave modulator
Replies: 149
Views: 95797

Eugene.S wrote:
Bisqwit: http://bisqwit.iki.fi/utils/nespalette.php -- create and download tailor made NTSC palette with this tool.
Can you make standalone-generator, please?
I think mr. beannaich made one in Java, I presume it could be used as a standalone program. beannaich?
by Bisqwit
Wed Oct 19, 2011 12:06 am
Forum: NESemdev
Topic: $2007 memory behavior
Replies: 20
Views: 7174

Re: $2007 memory behavior

Which actions overwrite the buffer? None, to my knowledge. That buffer supposedly is only used for reading from $2007. It's contents are however filled with VRAM on palette reads. There is a test ROM for that as well. So it is like a dedicated register only used for that purpose? The PPU has an ext...
by Bisqwit
Wed Oct 19, 2011 12:01 am
Forum: NESemdev
Topic: Palette shown when background rendering disabled
Replies: 16
Views: 5163

Bisqwit, I think you're confusing us all with "8 pixel edges"... What exactly do you mean by that? Do you mean the leftmost 8-pixel column we can ask the PPU not to render? Yes. I don't know how I could have been clearer about it. That will always show up as color 0. The only time when th...
by Bisqwit
Tue Oct 18, 2011 3:02 pm
Forum: NESemdev
Topic: Palette shown when background rendering disabled
Replies: 16
Views: 5163

Re: Palette shown when background rendering disabled

So what does it render on the screen, if the address points to $3F11 for instance, does it render color #$11, or does it render color that is in palette at index #$11? It renders color that is in palette at index #$11. Ditto. Thanks. Does the palette index get shown on the edges if the user pokes i...
by Bisqwit
Tue Oct 18, 2011 2:55 pm
Forum: NESemdev
Topic: Palette shown when background rendering disabled
Replies: 16
Views: 5163

beannaich wrote:Background clipping shouldn't occur when the background is disabled, the same goes for sprites.
I did not claim it would, and your post does not address my question.
by Bisqwit
Tue Oct 18, 2011 9:03 am
Forum: NESemdev
Topic: Palette shown when background rendering disabled
Replies: 16
Views: 5163

Does the special rule also apply to the 8 pixel edge areas if background rendering is disabled on the 8 pixel edges but not otherwise on the screen?
by Bisqwit
Tue Oct 18, 2011 8:55 am
Forum: NESemdev
Topic: Palette shown when background rendering disabled
Replies: 16
Views: 5163

Palette shown when background rendering disabled

If rendering is disabled in PPUMASK ($2001), and the current VRAM address points in $3F00-$3FFF, this color will be shown on screen instead of the backdrop color. A loop that fills the palette will cause each color in turn to be shown on the screen. So to avoid horizontal rainbow bar glitches while...
by Bisqwit
Tue Oct 18, 2011 8:34 am
Forum: NESemdev
Topic: $2007 memory behavior
Replies: 20
Views: 7174

$2007 memory behavior

I understand that when reading from $2007, palette requests are served immediately because they are onboard in the PPU (same goes for OAM access through $2004), but all other accesses need to be routed through the I/O bus, which means that the actual result is not available when the CPU asks for it,...
by Bisqwit
Tue Oct 18, 2011 5:06 am
Forum: NESemdev
Topic: [My emulator] Graphics glitches - SuperMarioBros
Replies: 44
Views: 14874

Thanks tepples. As of this change, my emulator now replays Super Mario Bros. (JPN/USA PRG0) "warpless" in 18:41.7 by HappyLee successfully from begin to end without desync. (As does the real thing .) Happy days and jubilations! EDIT: It also replays Wizards & Warriors (USA) in 12:14.93...
by Bisqwit
Tue Oct 18, 2011 4:56 am
Forum: NESemdev
Topic: [My emulator] Graphics glitches - SuperMarioBros
Replies: 44
Views: 14874

solved

Two changes to the emulator made the game not crash: - Forcing Sprite 0 hit to be always triggered at a certain position (such as X=0, scanline 32) - Making Sprite 0 hit check disregard the background pixel color. Both of these changes made the game not crash. However, the HUD blinks fro and to exis...