i set out to fix corrupt graphics in castlevania. the intro screens are fine. the problem starts at the beginning of the first level, after he walks to the gate and looks at the mansion. background and sprites are messed up. upon debugging it looks like the game does an nmi and enables rendering, rti, and continues to write to vram through 2007 well past vblank.
then i noticed that a few other games do this too.
1943, contra, ghost n goblins, megaman 1, superpitfall are ok ( i only tested to see if its playable)
castelian intro fine, but after that is all messed up (but uses vrom)
commando intro is messed up and plays fine
these 3 that fail are writing to 2007 during rendering, i assume they have the same problem. i dont think its mapper coding as unrom is very simple and not sure what other games do this yet.
i do not have sound coded yet.
blargg's test pass (ppu test 2005.09.15b, branch timing test, sprite hit test 2005.10.15, sprite hit timing, sprite over flow, vbl nmi timing) and pputime2 shows the shaking white square upper left corner.
does anyone have any suggestions to what i have wrong?
is anyone familiar with how and when castlevania updates the tiles ?
thanks
matt
then i noticed that a few other games do this too.
1943, contra, ghost n goblins, megaman 1, superpitfall are ok ( i only tested to see if its playable)
castelian intro fine, but after that is all messed up (but uses vrom)
commando intro is messed up and plays fine
these 3 that fail are writing to 2007 during rendering, i assume they have the same problem. i dont think its mapper coding as unrom is very simple and not sure what other games do this yet.
i do not have sound coded yet.
blargg's test pass (ppu test 2005.09.15b, branch timing test, sprite hit test 2005.10.15, sprite hit timing, sprite over flow, vbl nmi timing) and pputime2 shows the shaking white square upper left corner.
does anyone have any suggestions to what i have wrong?
is anyone familiar with how and when castlevania updates the tiles ?
thanks
matt