Code:
Sprite zero act as if the visible image starts at h = 2 (i.e., the
sprite 0 hit flag will be set during the third tick of a scanline at the earliest).
Actual pixel output is delayed by two or more ticks, so the first pixel of a
scanline is output at h = 4 (due to the way the internal render pipeline is
set up, with palette lookup taking place after the tile and attribute bits
are fetched)
sprite 0 hit flag will be set during the third tick of a scanline at the earliest).
Actual pixel output is delayed by two or more ticks, so the first pixel of a
scanline is output at h = 4 (due to the way the internal render pipeline is
set up, with palette lookup taking place after the tile and attribute bits
are fetched)
I really don't understand this. What does "H" mean?
Is H a Clock Cycle? I mean cc = 4?
I think my emu is suffering this problem, that's why Battletoads hangs in the second level. My emu pass all Blargg's sprite hit and NMI tests.
if i clock loppy v at cc 256 as the ntsc diagram says it hangs, but if i clock it 2 clocks earlier (254) Battletoads doesn't hang and that's why i think this is the problem.
Edit: Tepples once explained me and i didn't get it too