Search found 429 matches

by James
Sat Jan 29, 2005 8:20 pm
Forum: NESemdev
Topic: $2002.5
Replies: 8
Views: 6484

>>3) Do any games actually check this flag? Not sure, but at least one game relies on only 8 sprites being drawn: Castlevania 2. See this post from the old message board and the follow up post for details. I just added the option of enabling/disabling the 8 sprite limit in my emulator today for this...
by James
Thu Jan 27, 2005 1:32 pm
Forum: NESemdev
Topic: Background/sprite clipping
Replies: 4
Views: 5185

>>Turn on Super Mario Bros. 3 and look at the left side of the screen Hmm... I think I'll leave my system in place. I think a strip of black looks better than a strip of sky blue (esp. in full screen mode). While we're on the subject -- would sprite 0 hit detection work if sprite 0 was in the clippe...
by James
Thu Jan 27, 2005 7:51 am
Forum: NESemdev
Topic: Background/sprite clipping
Replies: 4
Views: 5185

Background/sprite clipping

What is the proper way to handle background/sprite clipping? Draw nothing (i.e. video card outputs black pixel) or palette[0]? I'm using the former method, but I've seen it handled both ways.

Thanks,
James
by James
Wed Jan 26, 2005 11:50 am
Forum: NESemdev
Topic: Problems with RBI Baseball and SMB3... MMC3 problem?
Replies: 16
Views: 12007

umm... ignore my inline question (and excuse me for posting as Guest). Once I thought about it a little, it made sense why I can't inline those functions (need to put the function definition in the header file instead of in the .cpp file).

James
by James
Tue Jan 25, 2005 10:31 pm
Forum: NESemdev
Topic: Problems with RBI Baseball and SMB3... MMC3 problem?
Replies: 16
Views: 12007

>>'value MOD prg_banks'

:oops: ugh... spend too long looking at the tiny details and you miss the obvious, huh?

So should PRG masking be implemented for every mapper, or is this a MMC3 specific issue?

Thanks a lot!
James
by James
Tue Jan 25, 2005 8:27 pm
Forum: NESemdev
Topic: Problems with RBI Baseball and SMB3... MMC3 problem?
Replies: 16
Views: 12007

Woo-hoo! Well, after a couple of hours of debugging, I finally fixed RBI Baseball! Here's what I found: At some point during start up, the game writes 0x1C to 0x8001 for command number 6. This is telling the mapper to select 8k prg rom page #28?!? Considering there are only 16 8k prg rom pages, this...
by James
Sat Jan 22, 2005 4:16 pm
Forum: NESemdev
Topic: Problems with RBI Baseball and SMB3... MMC3 problem?
Replies: 16
Views: 12007

Well, I implemented the sync method (thanks for the example)... unfortunately, I'm still having the same problem, so it must be somewhere else in my code...

Thanks for the help,
James
by James
Sat Jan 22, 2005 10:11 am
Forum: NESemdev
Topic: Problems with RBI Baseball and SMB3... MMC3 problem?
Replies: 16
Views: 12007

HBlank is only called during rendering -- the logic is handled in my main loop (I know I'm not checking if background/sprite rendering is enabled, though, which may be my SMB3 problem... but when I step through in my debugger, it looks like drawing is enabled whenever the MMC3 IRQ counter is decreme...
by James
Sat Jan 22, 2005 9:16 am
Forum: NESemdev
Topic: Problems with RBI Baseball and SMB3... MMC3 problem?
Replies: 16
Views: 12007

Problems with RBI Baseball and SMB3... MMC3 problem?

Hello -- I'm having some problems with RBI Baseball and SMB3 in my emulator. The title screen of RBI Baseball is ok, but as soon as I go to the team selection, everything is messed up: http://slepicka.net/images/rbi.jpg Super Mario Bros. 3 also has some problems. There's some glitching at the title ...