Is this normal? [8 sprites related]
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Zepper
- Formerly Fx3
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Is this normal? [8 sprites related]
A guy has posted a few screenshots of RockNES in action. He noticed that some sprite tiles aren't being displayed. My answer is about the 8 sprites limitation. Well, could someone look the pics and tell me if this is normal? In short words, the missing sprites are related with the 8 sprites limitation.
http://rocknes.phpbbnow.com/viewtopic.php?t=285
http://rocknes.phpbbnow.com/viewtopic.php?t=285
Zepper
RockNES author
RockNES author
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Shiru
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MottZilla
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tokumaru
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You can tell him that flickering and slowdowns can be (and have been) circumvented in emulators, but there are downsides.
Many emulators offer the option to not drop sprites when more than 8 of them are in a row, but the problem is that some games actually rely on sprites being dropped, and in these games, some masking effects will be lost (for example, Felix will be in front of bags when entering them, instead of being properly masked).
As for slowdowns, it's also easy for an emulator to overclock the CPU, but that will break games that rely on timed code. This could affect status bars and other raster effects. Here's an example of a possible glitch (since the CPU is running faster, the code that "waits" for the status bar to finish in order to split the screen finishes too early).
Many emulators offer the option to not drop sprites when more than 8 of them are in a row, but the problem is that some games actually rely on sprites being dropped, and in these games, some masking effects will be lost (for example, Felix will be in front of bags when entering them, instead of being properly masked).
As for slowdowns, it's also easy for an emulator to overclock the CPU, but that will break games that rely on timed code. This could affect status bars and other raster effects. Here's an example of a possible glitch (since the CPU is running faster, the code that "waits" for the status bar to finish in order to split the screen finishes too early).
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MottZilla
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tokumaru
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Shiru
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I recall there were some major problem with Super Spy Hunter (I think) when 8 sprites limit is disabled in an emulator. Something that affected to the gameplay - not allowed to shot when too many objects are on screen or something like that.
I once made an 'overclocked' build of NNNesterJ by someone's request. As I recall, I simply changed t-states table to make all the opcodes 1 cycle long, instead of actually overclocking the CPU with all the pitch etc related things. That removed slowdowns in Contra Force, but of course introduces bugs in some games.
I once made an 'overclocked' build of NNNesterJ by someone's request. As I recall, I simply changed t-states table to make all the opcodes 1 cycle long, instead of actually overclocking the CPU with all the pitch etc related things. That removed slowdowns in Contra Force, but of course introduces bugs in some games.
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tepples
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If you OC using a Dendy-style duplication of the post-render line, you'll want to disable OCing for the first couple seconds after power-on so that NTSC/PAL detection routines like those in Thwaite and some Codemasters games use a correct game speed and don't conclude "this is a Dendy; let's speed up the movement and music tempo". You may want to let the user specify after which line the cycles are to be inserted for a particular game, in case games time things based on a status bar scroll split at the bottom. You'll also want to disable OCing if the game has written to $4011 several times in the past frame, so that Caroll Spinney's voice in Big Bird's Hide and Speak doesn't screw up.
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MottZilla
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3gengames
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MottZilla
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miker00lz
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Zepper
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The Playstation version, Complete Works, has no flickering or slowdowns. It's quite amazing.
Thanks for the feedback.
Zepper
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tokumaru
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MottZilla
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Someone said the Program ROM data exists on the disc. It may indeed be emulation and it seems likely given that the source was possibly lost and also some of the "enhancements" are things you could still do while still using emulation. The only way to really know is to replace the data on the disc and try to run it with some other game.