Closed patjohnny closed 2 years ago
I believe this is an MMC5 related bug as it seems to be present in both different versions of the PPU that are written, maybe @paulb-nl or @greyrogue have some insights here.
I only see it happen with Extra sprites enabled so it must be interfering with the MMC5 scanline detection/tile counter somehow even though chr_ain_orig
is used.
The problem was with the low tile byte fetch of the first extra sprite. in_split_area
and is_sprite_fetch
toggle during that time so the wrong byte was being fetched.
that makes sense. I figured the extra sprite stuff would bit us in the butt eventually, it seemed surprisingly tame to manage so far :)
Hi. I just noticed wickerwaka’s 2560x1440 build in the test builds discord seems to have fixed this glitch. Could someone double-check please? Thanks.
This glitch is completely unrelated to that. Paul already figured out it was caused by extra sprites being turned on, and added the correct signal filtering to the NES codebase. It's already fixed, just not released yet.
Hi. The whip motion in castlevania iii seems to be glitching. You can easily notice it against most backgrounds. It’s noticeable on both hdmi and analog out. Please assist. Thanks.