Another time the same title however now the things are more advanced (I guess)!
See what mess is rendering when I'm running the F-8000 game... I set this mess to the scrolls logic... could be anything else?
For my scanline (0-239) I follow this logic:
>>
Code:
public final void scanline() {
applyColourIntensisty();
spriteEvaluation();
renderLayer(0, behindSprites.iterator());
renderLayer1();
renderLayer(2, frontSprites.iterator());
ppu.actualScanLine++;
}
applyColourIntensisty();
spriteEvaluation();
renderLayer(0, behindSprites.iterator());
renderLayer1();
renderLayer(2, frontSprites.iterator());
ppu.actualScanLine++;
}
And for scrolling (renderLayer1()) I follow this document http://nesdev.com/NinTech.txt (which is based on loopy docs):
(why
if ppuMask.backgroundRenderingEnable then
I made a loop to render the BG scanline!
for (int pixel = 0; pixel < 256; pixel++)
...
Still on this subject how can I use properly the
NN Name-table Bits. High is the Vertical bit, low is the Horizontal bit
On BG rendering for what is the use of NN bit (on temp... register)?
ps: I still don't take the 2 bit upper colour from attribute table.