Previous Thread
Next Thread
Print Thread
Page 2 of 2 1 2
#105363 - 04/30/16 02:34 PM Re: NES Overscan [Re: chinagreenelvis]  
Joined: Mar 2001
Posts: 15,752
R. Belmont Offline
R. Belmont  Offline

Very Senior Member

Joined: Mar 2001
Posts: 15,752
USA
FWIW, Nintendo standards were that you had to assume at least 8 pixels of overscan top and bottom and 16 left and right; if you put any HUD elements closer than that to the edge they'd deny manufacture. Things are better these days on HDTVs, but even those still have some overscan.

#105398 - 05/02/16 06:40 PM Re: NES Overscan [Re: etabeta78]  
Joined: Aug 2011
Posts: 9
chinagreenelvis Offline
Member
chinagreenelvis  Offline
Member

Joined: Aug 2011
Posts: 9
Quote:
1. the difference in the images you posted are due to the fact that mgear.zip is the PAL version. if you try mgearu.zip the image is the same as the "bad" rom you posted


Oh, snap. Good catch.

Quote:
2. the option for not drawing the top/bottom 8 lines however is completely broken: the code to support it is not anymore in the source. the "funny" fact is that it has been broken at least since 0.106 (but probably back until 0.84 or something) and you are the first user ever reporting the problem smile

unfortunately, in the new code there is no easy/clean way to re-implement the trick, and therefore it will be removed completely as of next version.


Ah. Well, damn. Proud to have found a bug, sad to see the feature go. Oh, well.

#105409 - 05/03/16 05:47 PM Re: NES Overscan [Re: chinagreenelvis]  
Joined: Mar 2001
Posts: 15,752
R. Belmont Offline
R. Belmont  Offline

Very Senior Member

Joined: Mar 2001
Posts: 15,752
USA
MAME itself *does* have overscan controls; if you go into the slider menu you can easily overscan and then put it in e.g. an nes.ini so it's system-specific.

#105410 - 05/03/16 08:18 PM Re: NES Overscan [Re: chinagreenelvis]  
Joined: Jul 2015
Posts: 33
anikom15 Offline
Member
anikom15  Offline
Member

Joined: Jul 2015
Posts: 33
The sprite limit option should not be there. NES always has limited sprites per scanline.

#105411 - 05/03/16 08:41 PM Re: NES Overscan [Re: chinagreenelvis]  
Joined: May 2004
Posts: 1,398
Haze Offline
Very Senior Member
Haze  Offline
Very Senior Member

Joined: May 2004
Posts: 1,398
some of the clones do not, but they should be separate machines anyway

#105412 - 05/03/16 08:48 PM Re: NES Overscan [Re: chinagreenelvis]  
Joined: Mar 2001
Posts: 15,752
R. Belmont Offline
R. Belmont  Offline

Very Senior Member

Joined: Mar 2001
Posts: 15,752
USA
It's a popular switch in NES emulators to eliminate the sprite flicker, which is probably why it was there in the first place.

#105413 - 05/04/16 02:40 AM Re: NES Overscan [Re: anikom15]  
Joined: Jan 2006
Posts: 3,685
etabeta78 Offline
Very Senior Member
etabeta78  Offline
Very Senior Member

Joined: Jan 2006
Posts: 3,685
Trondheim, Norway
Originally Posted By anikom15
The sprite limit option should not be there. NES always has limited sprites per scanline.


have you checked the emulation? if so, you would see that we implement sprite limit since last Brad Oliver's PPU rewrite occurred around 10 years ago. wink

the supposed effect of the configuration setting was to turn off such limit, but it was removed ages ago as it turned out thanks to this "bug" report smile

Page 2 of 2 1 2

Who's Online Now
5 registered members (Luengo, Breiztiger, Duke, Dam0, sof-max), 18 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Shout Box
Forum Statistics
Forums9
Topics8,436
Posts109,391
Members4,764
Most Online225
May 26th, 2014
Powered by UBB.threads™ PHP Forum Software 7.6.0
Page Time: 0.031s Queries: 15 (0.007s) Memory: 4.9859 MB (Peak: 5.2130 MB) Zlib enabled. Server Time: 2017-11-19 10:41:43 UTC