Search found 4 matches
- Tue Jul 07, 2015 7:04 pm
- Forum: GBDev
- Topic: Game Boy display disable/enable and frame timing
- Replies: 6
- Views: 5129
Re: Game Boy display disable/enable and frame timing
Thanks for the tip. Can I rely on having it disabled for exact multiples of a frame or can the disabled period be an arbitrary number of cycles? If it's disabled for say 50 scanlines worth of CPU cycles and then re-enabled, and I treat the disabled period as a separate frame, I'll have an audio buff...
- Tue Jul 07, 2015 6:35 pm
- Forum: GBDev
- Topic: Game Boy display disable/enable and frame timing
- Replies: 6
- Views: 5129
Game Boy display disable/enable and frame timing
I'm trying to work out how to sync between my nascent Game Boy emulator's CPU/video/audio processors, and there's a sticky edge case: when a write to 0xff40 disables the LCD display. Before implementing audio, I ran everything on a per-frame basis. When I hit the end of vblank, I would yield control...
- Sat Jun 20, 2015 11:09 pm
- Forum: NESemdev
- Topic: Galaxian graphical glitch
- Replies: 5
- Views: 2007
Re: Galaxian graphical glitch
You're right, it was an issue with my Y increment. I re-implemented exactly as specified in the wiki: http://wiki.nesdev.com/w/index.php/PPU_ ... ing_around and the problem was solved. Thanks!
- Sat Jun 20, 2015 2:21 pm
- Forum: NESemdev
- Topic: Galaxian graphical glitch
- Replies: 5
- Views: 2007
Galaxian graphical glitch
Hey everyone, like everyone and their dog here :D I'm working on writing my own NES emulator using Haxe. Mostly it's working quite well, except for a handful of games with strange graphical glitches that I haven't been able to figure out. Such as Galaxian: http://i.imgur.com/eHj5QVy.png After pressi...