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Super Mario Bros. 3 Graphic small bug #22351 02/05/06 04:17 PM
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Pongbashi Offline OP
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Super Mario Bros. 3 (U),(J),(E)
Mapper:4

On the demonstration screen of the title
The horizontal line without the necessity displays it on ground.



"CYCLES PER LINE" might be wrong ?

-WMV Movie (smb3 works with real machine)
http://harry1980.hp.infoseek.co.jp/smb3.wmv

I'm sorry in a small point... wink

Re: Super Mario Bros. 3 Graphic small bug #22352 02/05/06 04:40 PM
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blargg Offline
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Actually I see a tiny bit of line on the right side (near the red arrow in the lower picture). I'm guessing that SMB3 makes a change mid-scanline. I posted some MMC3 test ROMs a while back, in case those haven't been run on Nestopia.

Re: Super Mario Bros. 3 Graphic small bug #22353 02/06/06 11:41 AM
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R. Belmont Online Content
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Castlevania 3 (US) has some major screen-split issues too. Early on in the intro the "frame lines" on either side stop extending to the proper length, and then after the main title starts to scroll away the scroll turns into garbage near the top of the screen and/or starts out as garbage at the bottom then corrects itself.

A screenshot showing the first scroll/garbage effect is at http://rbelmont.mameworld.info/cv3.png (taken in my ongoing port of 1.2.6 with NTSC on but it occurs with no scaler at all too).

Re: Super Mario Bros. 3 Graphic small bug #22354 02/06/06 02:13 PM
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Richard Bannister Offline
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How long did it take to get up and running in the end?


Noli umquam docere porcum cantare; perdes tempus et irritabis porcum.
Re: Super Mario Bros. 3 Graphic small bug #22355 02/06/06 09:00 PM
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Marty Offline
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All tests OK including the Rev.A and Rev.B checks, though, neither of the last two are honored in the release version. It's kind of interesting though, I never knew the white line was not supposed to be there. Does this apply to the US version as well?

FWIW, I did a quick test and traced some of the mid-screen changes it makes after the ISR call.
From earliest to latest PPU cycle:

73115-73117 $E001 W
73148-73156 $2002 R
73175-73192 $2006 W dual writes for setting up $0B00
73198-73204 $2007 R from $0B01 or $0B02 depending on scroll-address clocking interference, $2001.18 flags are both set!
73226-73234 $2000 W has no effect, ctrl-reg #0 == data == $A8
73238-73246 $2002 R
73261-73282 $2005 W dual writes for setting up $73A0
73286-73292 $E000 W
73319-73327 $8000 W has no effect, ctrl-reg #0 == data == $47

More updates if/when I find out more...

It's possible that the glitch at the top and bottom parts of the screen in CV3 are there on the real thing as well, probably not as visible when viewing it on an NTSC television though. It seems to have been partially corrected in the PAL version.

Btw, nice work Belmont! smile

Re: Super Mario Bros. 3 Graphic small bug #22356 02/06/06 09:44 PM
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R. Belmont Online Content
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Richard: once Marty sent me revised samples it took probably 3-4 hours to get it playable with sound. There was an issue with the assert macro and with fastcall not generating proper code on GCC 3.4.4 in some cases, but once those were out of the way it pretty much Just Worked.

Re: Super Mario Bros. 3 Graphic small bug #22357 02/06/06 10:39 PM
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blargg Offline
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I'm pretty sure Castlevania 3 (US) has that junk at the top of the screen. I'd try on my NES now except I have it underclocked to 17% speed at the moment. smile

Re: Super Mario Bros. 3 Graphic small bug #22358 02/06/06 11:22 PM
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R. Belmont Online Content
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Man, people will do anything for a perfect Metroid speedrun nowadays smile

Re: Super Mario Bros. 3 Graphic small bug #22359 02/07/06 03:11 AM
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blargg Offline
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OK, my NES is at full-speed again. Here's video capture from Castlevania 3 (US) on my NES:


Re: Super Mario Bros. 3 Graphic small bug #22360 02/21/06 12:10 AM
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generalleoff Offline
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I have a question about the lines in SMB3. The one between the play screen and the score board when yer in a level in particular.

I noticed a few days ago that the two lines that flicker on the left side of the screen are syncing with the games music. Is the timing of the MMC3 somehow linked to the NES SPU?

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