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.
Super Mario Bros and palette..
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Re: Super Mario Bros and palette..
Are you making sure to use the color value written to $3F00/$3F10 instead of $3F04, $3F08, or $3F0C when rendering?
Re: Super Mario Bros and palette..
SMB is known to rely on proper palette mirroring.
Re: Super Mario Bros and palette..
Thanks, that was obviously the issue.
Still has got some palette-issues, some blocks gets a bit greenish (but only in SMB so far..).
Still has got some palette-issues, some blocks gets a bit greenish (but only in SMB so far..).
- mikejmoffitt
- Posts: 1353
- Joined: Sun May 27, 2012 8:43 pm
Re: Super Mario Bros and palette..
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.
Re: Super Mario Bros and palette..
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...