Sure, and as far as I know, a big part of the reverse engineering process involved analyzing disassembles of official games. Surely they have analyzed every register on their own, but when you don't have any official documentation to guide you, the official software should provide you with guidelines for development. Just because the hardware you happen to be testing on behaves a certain way, you can't expect that behavior to be consistent across every revision (now or in the future) unless the manufacturers say so. That's common sense.rainwarrior wrote:They probably didn't have any official documentation at all to work from. A lot of unlicensed NES work was done on the basis of reverse engineering.
Now, my point isn't necessarily that they shouldn't have used such advanced/obscure techniques, but that it was very risky to use them for something as silly as title/menu screens that don't even look particularly impressive. As far as I can see, all the glitches happen in blank areas, so instead of wasting 8 scanlines on an obscure technique to sync with the PPU, wouldn't it be simpler to change 2 colors every HBlank during those 8 scanlines? With 85 pixels of HBlank, a 21-pixel jitter wouldn't get in the way of 2 palette writes and 2 more to move the VRAM address away from the palette range before the next scanline starts. Besides palette changes, what other kinds of raster effects are they doing? Horizontal scroll changes? Those don't need perfect PPU synchronization either.
Unlicensed or not, I'm sure developers would want their software to have a high compatibility rate, even if the initial target market was limited.The game was also never released on Famicom, so even if the technique would have failed on that, it wasn't relevant.
This is not about emulation, but about using the hardware in a safe way so that random customers don't show up complaining that the game doesn't work properly for them. I don't know how much they tested this technique (and on how many different consoles) before considering it safe to use, but the fact that it was not used in any official release (not that they have looked at every officially released game, but still) should have raised some flags. They took a chance when they chose this approach (which wasn't even absolutely necessarily to begin with), and luckily for them no consoles had trouble with it. Things might have been differently if the game was released in Japan.If it works, it works. The fact that it's annoying to emulate is our problem, not theirs.