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PostPosted: Sat Jan 16, 2016 2:04 pm 
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Location: Gothenburg/Sweden
I'm working on a "little project" but I've once again stumbled into some familiar bugs I had when coding my first NES-emu along time ago.
Check out the attached screenshot and check the coin-palette in the statusbar. There's a "black box" around it, and I'm obviously doing something wrong with the palette-stuff.
Anyone gets a feeling of what I'm doing wrong?
Thanks in advance.


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PostPosted: Sat Jan 16, 2016 2:18 pm 
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Are you making sure to use the color value written to $3F00/$3F10 instead of $3F04, $3F08, or $3F0C when rendering?


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PostPosted: Sat Jan 16, 2016 5:43 pm 
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SMB is known to rely on proper palette mirroring.


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PostPosted: Sun Jan 17, 2016 5:06 am 
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Thanks, that was obviously the issue. :)
Still has got some palette-issues, some blocks gets a bit greenish (but only in SMB so far..).

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PostPosted: Mon Jan 18, 2016 10:27 pm 
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Things going green in SMB usually means they are using BG Palette 0, which holds pipe and bushes colors. Make sure your attribute table is moving properly with your tiles when you scroll and handle nametable mirroring.


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PostPosted: Mon Jan 18, 2016 10:46 pm 
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There's only a few blocks going green here and there (parts of the clouds, and parts of the bottom ground floor), so we'll see what's causing that behaviour... :)

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