Aladdin (Super Game) mapper 4 bug? [SOLVED]

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Zepper
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Re: Aladdin (Super Game) mapper 4 bug?

Post by Zepper » Wed Feb 01, 2017 1:58 pm

zeroone wrote:
Zepper wrote:Any clues about the green as background color?
How is that image different from other emulators? Even the mapper 114 (MMC3a variant) version looks like that.
Looks like it's not a bug after all. :roll:

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Re: Aladdin (Super Game) mapper 4 bug?

Post by tepples » Wed Feb 01, 2017 2:04 pm

Is it really just about use of dark cyan ($0C) as a "midnight blue" color? If so, it has precedent. Look how cyan the background in Matthias Grünewald's The Small Crucifixion is. If you want, I could go find levels in Haunted: Halloween '85 and its sequel that also use $0C as midnight blue.

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Re: Aladdin (Super Game) mapper 4 bug?

Post by zeroone » Wed Feb 01, 2017 2:48 pm

tepples wrote:
zeroone wrote:In my GoodNES audit, I treated mapper 1 games marked with MMC1A as mapper 155 games. Why isn't there a separate mapper for MMC3A games?
Because no licensed games are known to rely on MMC3A behavior (as opposed to MMC3BS/MMC3C). If this game does, then a proposal for an MMC3 submapper may be in order.
I'll check if Nestopia actually uses the MMC3A mark to modify its behavior.

What about Star Trek - 25th Anniversary and Nintentulator?

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Re: Aladdin (Super Game) mapper 4 bug? [SOLVED]

Post by James » Wed Feb 01, 2017 2:51 pm

I suppose it could just come down to the palette that's used, but here's what my emulator looks like with emphasis bits enabled:
Image

and without:
Image
get nemulator
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Re: Aladdin (Super Game) mapper 4 bug? [SOLVED]

Post by Zepper » Wed Feb 01, 2017 6:52 pm

Weird. Something's wrong here... :shock: :oops:
I already changed the way of calculating the color emphasis values. Same result. I mean... the colors are not darker like in your emu.

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Re: Aladdin (Super Game) mapper 4 bug? [SOLVED]

Post by lidnariq » Wed Feb 01, 2017 8:15 pm

The equations you contributed to the wiki for doing emphasis directly in RGB are wrong. You should try redoing them via YUV space to see if you even can accurately emulate them without the colorspace transform.

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Re: Aladdin (Super Game) mapper 4 bug?

Post by James » Wed Feb 01, 2017 8:43 pm

zeroone wrote:
thefox wrote:
lidnariq wrote:If Nintendulator is using the old behavior, then Star Trek - 25th Anniversary is supposed to not work correctly...
Yet it does.
What part of the game supposedly fails to work?
Unsure if there are other issues, but garbage flashes on the screen right before the dialog boxes scroll into view. But this doesn't happen in Nintendulator so... I don't know.
get nemulator
http://nemulator.com

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Re: Aladdin (Super Game) mapper 4 bug? [SOLVED]

Post by Zepper » Thu Feb 02, 2017 5:48 am

lidnariq wrote:The equations you contributed to the wiki for doing emphasis directly in RGB are wrong. You should try redoing them via YUV space to see if you even can accurately emulate them without the colorspace transform.
I've updated the table, taken from Nintendulator. Feel free to delete it if such values are NOT meaningful for that purpose.

In fact, I still don't believe that color emphasis in RGB space is... "impossible", or not interesting at all.
There's a bug in my gfx code that's NOT selecting the correct emphasis.

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Re: Aladdin (Super Game) mapper 4 bug? [SOLVED]

Post by zeroone » Thu Feb 02, 2017 7:46 am

lidnariq wrote:The equations you contributed to the wiki for doing emphasis directly in RGB are wrong. You should try redoing them via YUV space to see if you even can accurately emulate them without the colorspace transform.
Interesting. How were they computed for Nintendulator?

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