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blargSNES revival??
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<blockquote data-quote="Arisotura" data-source="post: 9741659" data-attributes="member: 232992"><p>Lil' update...</p><p></p><p>[ATTACH=full]296991[/ATTACH]</p><p></p><p>I felt like trying to address some of the shortcomings of the hardware renderer. Namely, the graphical glitches that plague Cool Spot (and other games).</p><p></p><p>The game does a couple fun things:</p><p></p><p>1. Some of the screen area between the HUD and the game area is force-blanked, the game uses that area to upload a new color palette for the game area.</p><p></p><p>2. See the black bar at the bottom? Same shenanigans -- the game force-blanks the bottom of the screen to give itself an artifically longer VBlank time. Notably, it will begin updating its VRAM and OAM as soon as that black bar begins.</p><p></p><p>These are a problem for the blargSNES hardware renderer because it always does all the rendering upon VBlank, and uses the palette/VRAM/OAM as they are at that time. Hence the glitches in Cool Spot, for example.</p><p></p><p>What I'm trying to do here is change the renderer to render screen sections as needed. In a 'typical' game, the behavior should be the same (renders upon VBlank and that's it), but in a game like Cool Spot, whenever the forced-blank mode is turned on, we immediately render a whole screen section as required.</p><p></p><p>It's looking promising, but it's not done yet. Namely, I need to rework the way palette changes are detected. Right now, the tile cache considers that a tile is invalid if there has been any modifications to its corresponding palette, regardless of the actual palette contents. This could well be problematic for cases where the palette is modified midframe.</p></blockquote><p></p>
[QUOTE="Arisotura, post: 9741659, member: 232992"] Lil' update... [ATTACH type="full"]296991[/ATTACH] I felt like trying to address some of the shortcomings of the hardware renderer. Namely, the graphical glitches that plague Cool Spot (and other games). The game does a couple fun things: 1. Some of the screen area between the HUD and the game area is force-blanked, the game uses that area to upload a new color palette for the game area. 2. See the black bar at the bottom? Same shenanigans -- the game force-blanks the bottom of the screen to give itself an artifically longer VBlank time. Notably, it will begin updating its VRAM and OAM as soon as that black bar begins. These are a problem for the blargSNES hardware renderer because it always does all the rendering upon VBlank, and uses the palette/VRAM/OAM as they are at that time. Hence the glitches in Cool Spot, for example. What I'm trying to do here is change the renderer to render screen sections as needed. In a 'typical' game, the behavior should be the same (renders upon VBlank and that's it), but in a game like Cool Spot, whenever the forced-blank mode is turned on, we immediately render a whole screen section as required. It's looking promising, but it's not done yet. Namely, I need to rework the way palette changes are detected. Right now, the tile cache considers that a tile is invalid if there has been any modifications to its corresponding palette, regardless of the actual palette contents. This could well be problematic for cases where the palette is modified midframe. [/QUOTE]
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Boats need physical materials
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Psionic Roshambo
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Unfortunately even the best liars get caught eventually
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Psionic Roshambo
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Dodged a bullet though
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Psionic Roshambo
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