remove botched emulation of special color generation in PPUOFF state (which isnt emulated correctly anyway) that was getting applied in inapplicable circumstances
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@ -207,11 +207,13 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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if (!renderspritenow)
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if (!renderspritenow)
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{
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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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//according to qeed's doc, use palette 0 or $2006's value if it is & 0x3Fxx
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int addr = ppur.get_2007access();
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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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if ((addr & 0x3F00) == 0x3F00)
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//int addr = ppur.get_2007access();
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{
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//if ((addr & 0x3F00) == 0x3F00)
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pixel = addr & 0x1F;
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//{
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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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}
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}
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pixelcolor = PALRAM[pixel];
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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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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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