From 8e55548a4975fb91cd7ea3effb53581551235c52 Mon Sep 17 00:00:00 2001 From: zeromus Date: Tue, 3 Dec 2013 19:43:07 +0000 Subject: [PATCH] remove botched emulation of special color generation in PPUOFF state (which isnt emulated correctly anyway) that was getting applied in inapplicable circumstances --- .../Consoles/Nintendo/NES/PPU.run.cs | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.run.cs b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.run.cs index 473f38efb9..1fa09fa007 100644 --- a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.run.cs +++ b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.run.cs @@ -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