Problem with Tiles in VRAM $0000

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lint
Posts: 25
Joined: Thu May 15, 2008 4:05 am

Problem with Tiles in VRAM $0000

Post by lint »

Hi,

I'm currently developing a port of a known arcade game for the Snes. It's been a few days that i have a really strange issue when i use adress $0000 in VRAM for my tiles.

Here is a screenshot :

Image

If i put my Tiles in $2000 in VRAM everything is looking good

Image

I dunno if it's a known issue. What I can say elese is that tiles are $22e0 in size.

I provide a binary for those that may want to test and maybe debug it. I got the same result in bsnes-plus 0.73 and snes9x

http://images.antihero.org/dual.sfc

Thanks in advance for any help or tough you might provide, but here I'm stuck,

++ lintbe
https://twitter.com/Lint_
http://snesdev.antihero.org/ [depecated blog, new one coming one of these days]
AWJ
Posts: 433
Joined: Mon Nov 10, 2008 3:09 pm

Re: Problem with Tiles in VRAM $0000

Post by AWJ »

You've somehow accidentally set the BG to an offset-per-tile mode (2, 4 or 6).
lint
Posts: 25
Joined: Thu May 15, 2008 4:05 am

Re: Problem with Tiles in VRAM $0000

Post by lint »

Oooooh thanks a lot ... I wasn't even aware that "offset-per-tile" existed ... now I see it everywhere in documentation :p
Going to fix that by sticking to mode 1.

Thanks again !
https://twitter.com/Lint_
http://snesdev.antihero.org/ [depecated blog, new one coming one of these days]
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Drew Sebastino
Formerly Espozo
Posts: 3496
Joined: Mon Sep 15, 2014 4:35 pm
Location: Richmond, Virginia

Re: Problem with Tiles in VRAM $0000

Post by Drew Sebastino »

lint wrote: known arcade game
You can't just say Kung-Fu Master? :lol:
lint
Posts: 25
Joined: Thu May 15, 2008 4:05 am

Re: Problem with Tiles in VRAM $0000

Post by lint »

Espozo wrote:
lint wrote: known arcade game
You can't just say Kung-Fu Master? :lol:
Naaah ... just wanted to keep some mistery ^^ Hahahaha
https://twitter.com/Lint_
http://snesdev.antihero.org/ [depecated blog, new one coming one of these days]
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