Oh. That is completely irrelevant. If just means that the reset state begins from vblank rather than from the pre-render line. The tests are designed to ignore that aspect.beannaich wrote:Code: Select all
for (scanline = 241; ; scanline = scanline < 260 ? scanline + 1 : -1) { ... }
Search found 248 matches
- Mon Oct 17, 2011 5:23 am
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
- Mon Oct 17, 2011 5:17 am
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
- Mon Oct 17, 2011 4:40 am
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
How are you handling $4014? In the way shown above. When a write to $4014 is encountered, 256 reads and writes will be issued, each consuming one cpu tick (three ppu ticks). The write() call will therefore last 256*2+1 = 513 cpu cycles total (instead of the normal 1 cpu cycle), plus the additional ...
- Mon Oct 17, 2011 2:48 am
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
http://bisqwit.iki.fi/src/nesemu1_vbl_test_skeleton.cc Here is a link to my V-Blank / NMI timing test skeleton, stripped of all features not related to V-Blank / NMI timing testing (370 lines remain). It can be used to run Blargg's tests. Note that it does not include any graphical / audio output. ...
- Sun Oct 16, 2011 11:23 pm
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
- Sun Oct 16, 2011 9:14 pm
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
- Sun Oct 16, 2011 5:12 pm
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
I have another problem... My emulator causes the game to crash. This nice 187 kilobyte animated screenshot illustrates the problem. Repeat frames were removed from the first part to bring the intro faster to motion. http://bisqwit.iki.fi/kala/snap/nesemu1_smbfail.gif When the mushroom appears, the g...
- Sun Oct 16, 2011 4:31 pm
- Forum: NESemdev
- Topic: PPUSTATUS lower bits
- Replies: 8
- Views: 3145
Re: PPUSTATUS lower bits
1. How many bits are written to PPUSTATUS as a result of data being written into a PPU register - 4 bits or 5 bits? I'm not aware of any test ROM for PPU open bus behavior, and I'm not aware of any game that depends on it. I think it has something to do with how the pin drivers are set up inside th...
- Sun Oct 16, 2011 1:12 pm
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797
Yeah, I would like to, but I don't have the information about how either the PAL NES or the PAL circuitry works. Well, the latter I can find out. The PAL color subcarrier is exactly 4,433,618.75 Hz. The PAL NES master clock is six times that, and the PPU generates one pixel for every 5 master clock ...
- Sun Oct 16, 2011 10:34 am
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797
Where accuracy is concerned, I am not entirely sure whether the overall hue for my palette is correct. I assumed that it begins from 0.000 degrees, but this assumption may be wrong. It just looks neat in code, and authentic on the screen as well. It may also depend on the particular TV/display devic...
- Sat Oct 15, 2011 3:57 pm
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797
tool
http://bisqwit.iki.fi/utils/nespalette.php -- create and download tailor made NTSC palette with this tool. EDIT: The closest match to mr. Firebrandx's palette that can be generated by my tool is by selecting hue -0.081, saturation level 1.53, contrast 0.94, brightness 1.07 and gamma 1.99. (Brute for...
- Sat Oct 15, 2011 5:42 am
- Forum: NESemdev
- Topic: [My emulator] Graphics glitches - SuperMarioBros
- Replies: 44
- Views: 14874
Re: oddly green
Thanks for the help. Though I already mentioned it in IRC; I got it working.
Turns out my PPU rendering loop was changing the nametable address mid-frame even while background rendering was disabled.
Turns out my PPU rendering loop was changing the nametable address mid-frame even while background rendering was disabled.
- Sat Oct 15, 2011 3:26 am
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797
I changed the color order to same as Blargg's and added the sawtooth scanline effect (the graphics is generated by native code, not NES code). Oddly, the color-de-emphasis bits are issued in a different order. I don't know why Blargg used that particular order. Are mine possibly wrong? His seem to b...
- Fri Oct 14, 2011 2:50 pm
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797
Ok. Made the single-attenuator code default, and added brightness and contrast controls. The single-attenuator code is mathematically unequivocal even in the presence of multiple de-emphasis bits. Now can someone confirm whether the outcome from this de-emphasis code actually agrees with observation...
- Fri Oct 14, 2011 12:12 pm
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797