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fc6f6dd157
the last tile-based approach was a very jankyboi, with oversized tiles that were clipped using SDL, with no memory of a framebuffer. not great, not great at all. I revamped the system so that each tile has it's own internal framebuffer, and updates occur by copying chunks of the main nes framebuffer into the 4 tiles the screen currently overlaps. this works really well, and has major upsides like 1) no more black-strips 2) possiblity to save tiles (easy access to framebuffer) 3) easier to work with I'm still running into some issues though, the biggest of which is that most games that scroll end up "smearing" the background... It's hard to explain in text, but if you load up SMB2 or Metroid for example, whenever you scroll, the stuff you leave behind has duplicate columns, resulting in a "smearing" effect. I'm at a bit of a loss as to what might be causing it, as the scroll-register values being sent to the PPU by those games seem sensible... I'll try to fix it somehow lol.
18 lines
263 B
Plaintext
18 lines
263 B
Plaintext
# Don't commit retail ROMs
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roms/retail/*
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# macOS
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.DS_Store
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# build and debugging artifacts
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/bin
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/build*
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/anese.dSYM
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*.aps
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*.sav
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*.state
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# macOS bundle stuff
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/resources/ANESE.app/Contents/MacOS/anese
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/resources/ANESE.app/Contents/Frameworks/libSDL2-2.0.0.dylib
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