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Joined: May 2004
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that's just how a lot of NES games look, the tilemap is the same size as the screen, so if you scroll vertically you're likely to get glitches at the edges.

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Yeah, the NES is 1982 technology, it wasn't really designed to scroll the way later hardware was. On TVs at the time the overscan hid most of the shenanigans, but on emulation you see it all.

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Would it make sense to create selectable screen layouts to hide the shenanigans and provide a more authentic view to a TV?

A-Noid

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No, because what amount of overscan works varies from game to game. What hides glitches on one game may hide important gameplay information on another. Why? No idea.

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Nintendo cert required no important gameplay information within 16 pixels of the edge of the screen on the SNES. I assume NES was probably similar.

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So maybe a secondary screen layout that someone can turn on to reduce the window by 16 pixels? I agree that the default should be full screen with overscan.

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Here is an official background planning sheet. Note the + marks on the grid. So the tile-safe distance for big N was the even more conservative 24 pixels at the top and bottom.

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You can simulate TV overscan by going to the Tab menu in MAME, then Slider Controls, and adjusting the Screen Horiz Stretch and Screen Vert Stretch settings.

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Sega Speed Basketball with an initial layout:

[Linked Image from i.imgur.com]

It's even kind of playable - you can move around the playfield and trigger goals.

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Thanks to Kale, we can once again be State. Of. The. Art.

[Linked Image from rbelmont.mameworld.info]

3 members like this: Justin, exidyboy, Revenant
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