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PostPosted: Sat Jul 21, 2018 3:11 pm 
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I'm really close to implementing full fine-x scrolling, which is awesome. However, it appears I have some discoloration on certain tiles when scrolling.

So the question is, is this where the attribute byte should be different based on fine-x, or is the palette choice wrong in the correct attribute byte?

I've attached a screenshot to show what I mean.

Image

Thanks!


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PostPosted: Sat Jul 21, 2018 3:24 pm 
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I didn't even know it was possible to misalign the tiles and the attributes.

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PostPosted: Sat Jul 21, 2018 3:31 pm 
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Which leads me to believe that perhaps it's choosing the wrong palette based on fine-x. Just wondering if anyone saw this before or has a good idea of what it might be.

TD


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PostPosted: Sat Jul 21, 2018 4:46 pm 
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My knowledge of the NES workings is recent, so I may be missing something. Nonetheless, I'm interested in taking a look at the ROM (is it just a static image, and not actually super mario bros?). I bet someone more knowledgeable will quickly tell you what's going on though.

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PostPosted: Sat Jul 21, 2018 4:52 pm 
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nesrocks: OP is developing an emulator, not an NES ROM.

The bottom line: attribute rendering exactly corresponds to tile rendering, so there is no possibility for a partial match like this. I don't know what you're doing that is trying to apply different scrolling logic for attributes, but maybe try to unify them?


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