Ok. I basically have this situation: When I want to go to a special screen, I wanted to have this flashing effect play and to do that I write values to the very first value of the palette ($3F00).
I have it so PPU is turned off (All zeroes written to $2001). When turned back on, #%00011010 is written to $2001. It's turned off to let the BG and such load and I want it to stay off until the flashing is done and the little sound effect finishes, but the problem is that while off, it seems to ONLY want to write a red color to the PPU which makes no sense!
On FCE Ultra, it works fine. On NEStopia apparently PPU rendering needs to be turned ON for it to work... And this has it so the flash occurs, but the text is visible while it's going and I don't want that.
I know for a fact that I've done this palette trick in the past and that it worked fine. People had talked about this for the time I did the white flash for the tile changing.
So, why is NEStopia being evil for unexplained reasons?
I have it so PPU is turned off (All zeroes written to $2001). When turned back on, #%00011010 is written to $2001. It's turned off to let the BG and such load and I want it to stay off until the flashing is done and the little sound effect finishes, but the problem is that while off, it seems to ONLY want to write a red color to the PPU which makes no sense!
On FCE Ultra, it works fine. On NEStopia apparently PPU rendering needs to be turned ON for it to work... And this has it so the flash occurs, but the text is visible while it's going and I don't want that.
I know for a fact that I've done this palette trick in the past and that it worked fine. People had talked about this for the time I did the white flash for the tile changing.
So, why is NEStopia being evil for unexplained reasons?