Hello guys,
I am currently developing a NES game using the MMC3 mapper. My game will basically be a typical jump'n'run game, where the screen is split between top game and bottom status display.
For the raster split, I am using the MMC3 IRQ feature, which works quite well.
One feature of my raster routine is that it changes the palette mid-frame, to have a totally independent status display. As we all (probably) know, for changing the palette, one has to turn off PPU rendering, which on the other hand means that writing new colours will produce coloured stripes in the blank area. Fortunately, I was able to time my routine so that those stripes are hidden by the HBLANK.
I was able to get a stable routine which runs very well on both Nintendulator and Nestopia, which both seem to emulate the PPU behaviour correctly. I still haven't build my MMC3 devcart to test my routines on real hardware. So now my question is, to what degree are both emulators reliable in order to code timing intensive raster routines?
I am currently developing a NES game using the MMC3 mapper. My game will basically be a typical jump'n'run game, where the screen is split between top game and bottom status display.
For the raster split, I am using the MMC3 IRQ feature, which works quite well.
One feature of my raster routine is that it changes the palette mid-frame, to have a totally independent status display. As we all (probably) know, for changing the palette, one has to turn off PPU rendering, which on the other hand means that writing new colours will produce coloured stripes in the blank area. Fortunately, I was able to time my routine so that those stripes are hidden by the HBLANK.
I was able to get a stable routine which runs very well on both Nintendulator and Nestopia, which both seem to emulate the PPU behaviour correctly. I still haven't build my MMC3 devcart to test my routines on real hardware. So now my question is, to what degree are both emulators reliable in order to code timing intensive raster routines?