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Flowing palette demo
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blargg



Joined: 27 Sep 2004
Posts: 2537

PostPosted: Thu Jun 17, 2010 12:42 am    Post subject: Flowing palette demo Reply with quote

After days of non-stop work on this, I think it's ready for some exposure (no source yet, as it's still not cleaned up as much as I'd like). NTSC only:

flowing_palette.zip

It works beautifully on my NTSC front-loader NES. I'm not sure it'll work on emulators; if someone has a PowerPak and can verify that an emulator matches what you see on your NES, please post which emulator you used.

All graphics are generated by manually setting $2006 and $2007. After initialization, all code is cycle-timed, as this is the only way to get a stable image with this technique. I had been working so many days non-stop on this that I wanted to go ahead and release it, before I got the new PPU timing technique working that will eliminate the need for cycle timing everything, since that will require a big rewrite.


Last edited by blargg on Thu Jun 17, 2010 8:33 am; edited 1 time in total
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Bregalad



Joined: 12 Nov 2004
Posts: 4134
Location: Jongny, VD, Switzerland

PostPosted: Thu Jun 17, 2010 1:32 am    Post subject: Reply with quote

MAN THIS IS AMAZING !!
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noattack



Joined: 13 Feb 2007
Posts: 46
Location: Richmond, VA

PostPosted: Thu Jun 17, 2010 5:09 am    Post subject: Reply with quote

Really incredible, blargg, thanks for sharing. I haven't checked on real hardware yet, but it looks great in Nestopia (OSX).
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danntor



Joined: 27 Dec 2009
Posts: 36

PostPosted: Thu Jun 17, 2010 6:11 am    Post subject: Reply with quote

I will test it now on my PowerPak and use FCEU (0.98.12-3 from the debian testing repos).
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Banshaku



Joined: 24 Jun 2008
Posts: 1137
Location: Tokyo, Japan

PostPosted: Thu Jun 17, 2010 6:17 am    Post subject: Reply with quote

Could only test it on nestopia. Interesting effect. Hope I can see it on the real thing someday. good work.
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danntor



Joined: 27 Dec 2009
Posts: 36

PostPosted: Thu Jun 17, 2010 6:21 am    Post subject: Reply with quote

Bad news. Looks like interference(let me dig some batteries up and take a picture). Is this what it is suppose to look like?

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danntor



Joined: 27 Dec 2009
Posts: 36

PostPosted: Thu Jun 17, 2010 6:29 am    Post subject: Reply with quote

Sorry about excellent photography and my CRT(why the black bar is there). If the screenshot of FCEU looks a little off it is because I could not be bothered finding out how to take screenshots(do not bother with emulators any more).



I will take my NES to the lounge TV (LCD) for a much better picture.
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danntor



Joined: 27 Dec 2009
Posts: 36

PostPosted: Thu Jun 17, 2010 6:48 am    Post subject: Reply with quote

Took another picture and here it is.



http://www.megaupload.com/?d=4Y46H370[/img]
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blargg



Joined: 27 Sep 2004
Posts: 2537

PostPosted: Thu Jun 17, 2010 7:17 am    Post subject: Reply with quote

Argh, I found a minor bug that caused the scrolling to sometimes stop when changing directions. Fixed now. Apparently I did need those three CLCs Smile

Screenshots don't really do any justice to this, as it's so dynamic. Apparently some emulators don't either. It also won't work on non-NTSC NES, so it's not worth trying. If someone wants to do a video capture from an NTSC NES and put on YouTube, that would be great. Until someone has verified that any emulators reproduce how it looks on a NES, it's best to assume thatthey don't emulate it correctly (if all you have is an emulator, you can't really tell whether it's emulating correctly).

danntor, are you using an NTSC NES?


Last edited by blargg on Thu Jun 17, 2010 7:19 am; edited 1 time in total
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danntor



Joined: 27 Dec 2009
Posts: 36

PostPosted: Thu Jun 17, 2010 7:19 am    Post subject: Reply with quote

Would have been nice if you said NTSC only. Still very good when I could see it actually work.
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Dwedit



Joined: 19 Nov 2004
Posts: 1490

PostPosted: Thu Jun 17, 2010 7:21 am    Post subject: Reply with quote

Looks great on Nestopia and Nintendulator.
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tokumaru



Joined: 12 Feb 2005
Posts: 3581
Location: Rio de Janeiro - Brazil

PostPosted: Thu Jun 17, 2010 7:59 am    Post subject: Reply with quote

danntor wrote:
Bad news. Looks like interference(let me dig some batteries up and take a picture). Is this what it is suppose to look like?


FCEU doesn't emulate properly the behavior blargg is using here (the PPU rendering the color pointed by PPUADDR when rendering is turned off).

Interesting demo. Must have been pretty tough to code... Is it supposed to flicker horizontally before the vertical distortion starts? Maybe you did that so that the colors would blend better? I haven't seen it on the NES yet, but on my PC this looks a bit strange.
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koitsu
Site Admin


Joined: 19 Sep 2004
Posts: 525
Location: Mountain View, CA, USA

PostPosted: Thu Jun 17, 2010 8:05 am    Post subject: Reply with quote

Damn, this looks like something off the Amiga (raster-effect-like stuff).
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Memblers
Site Admin


Joined: 20 Sep 2004
Posts: 2171
Location: Indianapolis

PostPosted: Thu Jun 17, 2010 11:12 am    Post subject: Reply with quote

Cool! I was gonna say, the previous version you posted of this was the coolest NES palette demo ever (before it disappeared), but it's even better now.
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tepples



Joined: 19 Sep 2004
Posts: 6085
Location: NE Indiana, USA (NTSC)

PostPosted: Thu Jun 17, 2010 1:19 pm    Post subject: Reply with quote

blargg wrote:
If someone wants to do a video capture from an NTSC NES and put on YouTube, that would be great.

Done.
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