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 Post subject: Re: Mesen - NES Emulator
PostPosted: Wed Jun 26, 2019 10:45 am 
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Joined: Mon May 30, 2011 9:01 pm
Posts: 217
Hi Sour, I'm using Nametable viewer and there are problems with 2 games: "Captain Tsubasa Vol. II - Super Striker" and "Dragon Ball Z II - Gekishin Freeza!!". Can that be fixed? Thanks.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Wed Jun 26, 2019 11:15 am 
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Location: Seattle
Why do you think that's a problem in the Nametable viewer?

You see the same thing in FCEUX's nametable viewer.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Wed Jun 26, 2019 1:05 pm 
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Joined: Sun Sep 19, 2004 9:28 pm
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Location: A world gone mad
Definitely not a bug; game is using some per-scanline/at-runtime PPU trickery that cannot be reflected in the nametable directly.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Wed Jun 26, 2019 1:44 pm 
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Like koitsu & lidnariq said, this isn't a bug.

The game probably switches CHR banks in the middle of screen, but the nametable viewer can only display the nametable using whatever CHR banks are currently in use. To see the top portion of the screen correctly, you'll need to change the scanline value at the bottom of the ppu viewer window - this defaults to 241, but try setting it to 40-50 and you should be able to see the top portion (which will cause the bottom part to look incorrect)


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Wed Jun 26, 2019 4:20 pm 
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Thanks, I'll try that.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Thu Jun 27, 2019 7:11 pm 
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koitsu wrote:
Definitely not a bug; game is using some per-scanline/at-runtime PPU trickery that cannot be reflected in the nametable directly.


PPU IRQs, much like the scorebar in SMB3.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Thu Jun 27, 2019 7:27 pm 
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Location: Seattle
Pedantically, the Bandai game in the screen shot is using an M2-timed IRQ.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Thu Jul 11, 2019 10:35 am 
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Joined: Thu Apr 23, 2009 11:21 pm
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Location: cypress, texas
Sour, something I don't understand about your Tile Updates in Mesen's Nametable Viewer is: why does 8bit row 24 and row 25 never become red? The full screen always changes appropriately, but even when running at [Emulation Speed] 1%, rows 24 and 25 are never highlighted red. :(

Our game now draws the background horizontally a 32bit tall row during each vblank, while each screen is being drawn. So an 8th of screen per vblank. Maybe this info will somehow help?

oh, instead of highlighting rows 24 and 25, rows 28 and 29 are highlighted. Which should only happen the next frame when, afterward but still in vblank, the screen is colored.


I'm sorry if this becomes another waste of your time and space.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Thu Jul 11, 2019 9:44 pm 
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Joined: Sun Feb 07, 2016 6:16 pm
Posts: 706
It's a bit hard to know with the information you've given. As far as I can tell, any of the rows can get highlighted on my end.
Do the rows physically change in the PPU viewer but don't show any highlight?
Make sure you haven't enabled the "ignore writes that do not alter data" option and try setting the window to refresh at 60fps instead of the default 30, just in case (but this shouldn't matter if you're already running the emulation at a slow speed)


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