Previous Thread
Next Thread
Print Thread
Page 2 of 2 1 2
Re: NES Overscan [Re: chinagreenelvis] #105363
04/30/16 02:34 PM
04/30/16 02:34 PM
Joined: Mar 2001
Posts: 15,966
USA
R
R. Belmont Online content
Very Senior Member
R. Belmont  Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 15,966
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.

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

Re: NES Overscan [Re: chinagreenelvis] #105409
05/03/16 05:47 PM
05/03/16 05:47 PM
Joined: Mar 2001
Posts: 15,966
USA
R
R. Belmont Online content
Very Senior Member
R. Belmont  Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 15,966
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.

Re: NES Overscan [Re: chinagreenelvis] #105410
05/03/16 08:18 PM
05/03/16 08:18 PM
Joined: Jul 2015
Posts: 36
A
anikom15 Offline
Member
anikom15  Offline
Member
A
Joined: Jul 2015
Posts: 36
The sprite limit option should not be there. NES always has limited sprites per scanline.

Re: NES Overscan [Re: chinagreenelvis] #105411
05/03/16 08:41 PM
05/03/16 08:41 PM
Joined: May 2004
Posts: 1,500
H
Haze Offline
Very Senior Member
Haze  Offline
Very Senior Member
H
Joined: May 2004
Posts: 1,500
some of the clones do not, but they should be separate machines anyway

Re: NES Overscan [Re: chinagreenelvis] #105412
05/03/16 08:48 PM
05/03/16 08:48 PM
Joined: Mar 2001
Posts: 15,966
USA
R
R. Belmont Online content
Very Senior Member
R. Belmont  Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 15,966
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.

Re: NES Overscan [Re: anikom15] #105413
05/04/16 02:40 AM
05/04/16 02:40 AM
Joined: Jan 2006
Posts: 3,687
Trondheim, Norway
etabeta78 Offline
Very Senior Member
etabeta78  Offline
Very Senior Member
Joined: Jan 2006
Posts: 3,687
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
1 registered members (Stiletto), 32 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Shout Box
Forum Statistics
Forums9
Topics8,555
Posts111,753
Members4,801
Most Online225
May 26th, 2014
Powered by UBB.threads™ PHP Forum Software 7.6.1.1
(Release build 20180111)
Page Time: 0.024s Queries: 15 (0.008s) Memory: 5.6894 MB (Peak: 5.8876 MB) Zlib enabled. Server Time: 2018-07-21 01:42:30 UTC