remove botched emulation of special color generation in PPUOFF state (which isnt emulated correctly anyway) that was getting applied in inapplicable circumstances

This commit is contained in:
zeromus 2013-12-03 19:43:07 +00:00
parent a36d0167e8
commit 8e55548a49
1 changed files with 7 additions and 5 deletions

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@ -207,11 +207,13 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
if (!renderspritenow)
{
//according to qeed's doc, use palette 0 or $2006's value if it is & 0x3Fxx
int addr = ppur.get_2007access();
if ((addr & 0x3F00) == 0x3F00)
{
pixel = addr & 0x1F;
}
//EDIT - this requires corect emulation of PPU OFF state, and seems only to apply when the PPU is OFF
//int addr = ppur.get_2007access();
//if ((addr & 0x3F00) == 0x3F00)
//{
// System.Console.WriteLine("{0:X4}", addr);
// pixel = addr & 0x1F;
//}
}
pixelcolor = PALRAM[pixel];
pixelcolor |= 0x8000; //whats this? i think its a flag to indicate a hidden background to be used by the canvas filling logic later