Search found 7 matches
- Sun Mar 15, 2015 6:44 am
- Forum: Newbie Help Center
- Topic: Deformed sprite attribute on real NES
- Replies: 11
- Views: 3828
Re: Deformed sprite attribute on real NES
What palette values are you using? There are four rows of colors in the palette: dark, medium, light, and pale. https://pbs.twimg.com/media/B7UN1W8CYAMeNGE.png Nowhere near fifty shades of grey Don't use two dark colors, two medium colors, two light colors, or two pale colors right next to each oth...
- Sun Mar 15, 2015 6:04 am
- Forum: Newbie Help Center
- Topic: Deformed sprite attribute on real NES
- Replies: 11
- Views: 3828
Re: Deformed sprite attribute on real NES
I'm not entirely sure what's going on, but just as a random guess... try testing using only shades of grey rather than colors, and see if it's still screwed up. Yes, it looks like your typical composite interference pattern (PAL video in this case)... and the LCD TV isn't helping either, in this re...
- Sat Mar 14, 2015 10:37 am
- Forum: Newbie Help Center
- Topic: Deformed sprite attribute on real NES
- Replies: 11
- Views: 3828
Re: Deformed sprite attribute on real NES
Possibly related? http://wiki.nesdev.com/w/index.php/PPU_registers#Obscure_details_of_OAMADDR On the 2C02, writes to OAMADDR reliably corrupt OAM. This can then be worked around by writing all 256 bytes of OAM. It is also the case that if OAMADDR is not less than eight when rendering starts, the ei...
- Fri Mar 13, 2015 1:13 am
- Forum: Newbie Help Center
- Topic: Deformed sprite attribute on real NES
- Replies: 11
- Views: 3828
Re: Deformed sprite attribute on real NES
Thanks for your replies
I've tested with grey shade but nothing more.
When I move the sprite, the pattern is good.
Maybe the issue is from the NMI ( I do a simple DMA) :
I've tested with grey shade but nothing more.
When I move the sprite, the pattern is good.
Maybe the issue is from the NMI ( I do a simple DMA) :
Code: Select all
NMI:
LDA #$00
STA $2003
LDA #$02
STA $4014
jsr react_to_input
- Thu Mar 12, 2015 9:39 am
- Forum: Newbie Help Center
- Topic: Deformed sprite attribute on real NES
- Replies: 11
- Views: 3828
Deformed sprite attribute on real NES
Hi everyone, I tested a simple sprite test on my NES but the sprite looked very ugly, it seems that the attribute pattern is confused. On emulators the sprite looks perfectly good. I precise my NES is a PAL one and I tested on an LCD TV that usually doesn't cause sprite trouble like this. I took som...
- Mon Mar 02, 2015 6:42 am
- Forum: Reproduction
- Topic: Nes Repro issue with kazoo and INL-ROM
- Replies: 2
- Views: 2152
Re: Nes Repro issue with kazoo and INL-ROM
Thanks for your answer Sure sorry of course it's SMB3. Yes I doubled my CHR et PRG file they size respectively 262144 bytes and 524288 bytes. But they dont end by FFFFFFFF is it normal ? The rom that work in fceux dumped from the INL board sized 393 232 bytes and not 786432 +16 (from the header line...
- Sun Mar 01, 2015 4:46 pm
- Forum: Reproduction
- Topic: Nes Repro issue with kazoo and INL-ROM
- Replies: 2
- Views: 2152
Nes Repro issue with kazoo and INL-ROM
Hi everyone,
I've got some problem with a Repro.
I've dumped my SSB3 (PAL) cartridge with Anago and write it on my INL-ROM card (MMC3 with 512 PRG-ROM and 256 CHR-R0M).
The cartridge make a back screen on my NES. Though when I dump it with Anago, i get a working .nes file.
What's the problem ?
I've got some problem with a Repro.
I've dumped my SSB3 (PAL) cartridge with Anago and write it on my INL-ROM card (MMC3 with 512 PRG-ROM and 256 CHR-R0M).
The cartridge make a back screen on my NES. Though when I dump it with Anago, i get a working .nes file.
What's the problem ?