nes: make full_nes_palette.nes test work. colors still look a bit funky though
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@ -208,12 +208,16 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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{
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//according to qeed's doc, use palette 0 or $2006's value if it is & 0x3Fxx
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//EDIT - this requires corect emulation of PPU OFF state, and seems only to apply when the PPU is OFF
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//int addr = ppur.get_2007access();
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//if ((addr & 0x3F00) == 0x3F00)
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//{
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// not sure why this was off, but having it on fixes full_nes_palette, and it's a behavior that's been
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// verified on the decapped PPU
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// if there's anything wrong with how we're doing this, someone please chime in
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int addr = ppur.get_2007access();
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if ((addr & 0x3F00) == 0x3F00)
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{
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// System.Console.WriteLine("{0:X4}", addr);
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// pixel = addr & 0x1F;
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//}
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pixel = addr & 0x1F;
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}
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}
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pixelcolor = PALRAM[pixel];
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pixelcolor |= 0x8000; //whats this? i think its a flag to indicate a hidden background to be used by the canvas filling logic later
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