Search found 248 matches
- 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 ...
- Thu Oct 20, 2011 1:16 pm
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797
- 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....
- 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,...
- 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...
- Wed Oct 19, 2011 5:33 am
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797
I think mr. beannaich made one in Java, I presume it could be used as a standalone program. beannaich?Eugene.S wrote:Can you make standalone-generator, please?Bisqwit: http://bisqwit.iki.fi/utils/nespalette.php -- create and download tailor made NTSC palette with this tool.
- 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...
- Wed Oct 19, 2011 12:01 am
- Forum: NESemdev
- Topic: Palette shown when background rendering disabled
- Replies: 16
- Views: 5163
- 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...
- Tue Oct 18, 2011 2:55 pm
- Forum: NESemdev
- Topic: Palette shown when background rendering disabled
- Replies: 16
- Views: 5163
- Tue Oct 18, 2011 9:03 am
- Forum: NESemdev
- Topic: Palette shown when background rendering disabled
- Replies: 16
- Views: 5163
- 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...
- 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,...
- Tue Oct 18, 2011 5:06 am
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
- 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...