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SubjectMario Bros. Problem new  
Posted byAteneo
Posted on10/27/04 01:03 AM
From IP200.55.48.9  



I have tested my cpu and its 100% accurate (nestress throw me all OK), but i have a problem in Super Mario.. when it pass can we say the middle of the screen?, when it pass the first coin block Mario sprites goes all to "0" and it stay there hanged up.
Can it be DMA transfer, sprite mem access? cos i cant find at all the error
Thanks




SubjectRe: Mario Bros. Problem new  
Posted bytepples
Posted on10/27/04 01:17 AM
From IP68.53.188.30  



Is the CPU spinning on reading $2002 and testing the sprite 0 bit?
Does the status bar disappear?
Does it happen after having scrolled exactly 256 pixels?

If so, then your PPU is not accurate. Make sure that both $2000 writes and $2006 writes change which nametable the PPU is drawing.

____________________
My English is better than your Geberquen.


SubjectRe: Mario Bros. Problem  
Posted byAteneo
Posted on10/27/04 03:03 AM
From IP200.41.122.158  



i have exactly that problem.
Im not using loopy's logic
what a did was to rip the nametable from the "low" value of $2006 when its written and change the nametable. The status bar does not dissapear any more, but Mario is still going to sprite x= 0.

What can i do?




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