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Suggestion added failure states. #4
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Hey @Smileynator ! And a second/unrelated question: As this testrom does not write anything to serial port or else, how did you detect, if it ran to completion (for automated test)? Thanks! |
@Smileynator Thanks for these. For the interrupt issue, I'm just wondering if you would be able to generate the image with the same palette as I use for the other issue example images so it matches? If not, I can try to put something together :) For the hello world text, I'm thinking about modifying that in a future release, as having the 11th sprite at the end of the line is a bit misleading and could lead to emulators passing the test for the wrong reason (e.g. selecting the 10 sprites by X coordinate order rather than by their order in OAM). @ArcticXWolf The only interrupt the test uses is the STAT interrupt's LY=LYC condition, which is used to update register values on the correct screen row. The STAT interrupt should only be triggering once per line when the LY=LYC condition is met. Regarding your second question, the test executes an |
Thanks for your fast answer :) I guess my problem lies elsewhere.. I only trigger the Interrupt once per Scanline (using a rising edge detector):
And in comparison to Smileynator my graphics are far more garbled than theirs. Its strange, because all games I've tried in DMG mode run completely fine. |
Np, I realized I had some problems with my window implementation, that was the biggest issue. I think this issue can be closed from my side :) |
For what it's worth, I had this issue with flickering as well. I realized I was excluding all PPU writes, not just vram/oam |
I ran this test on my emulator, and it actually went haywire for several reasons.
https://user-images.githubusercontent.com/3433068/113571762-3c98e780-9617-11eb-8859-ae0748858baa.gif
https://user-images.githubusercontent.com/3433068/113571837-618d5a80-9617-11eb-9e27-b86bab9f408a.png
Might be nice to add to the list of known faulty states?
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