Common pitfalls: Difference between revisions
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=Invisible sprites= | =Invisible sprites= | ||
* Sprites are disabled (NeoGeo CD only, | * Sprites are disabled (NeoGeo CD only, they're enabled by default) | ||
* The [[fix layer]] is filled with non-transparent tiles | * The [[fix layer]] is filled with non-transparent tiles which hide everything. | ||
* Sprite position is out of the | * Sprite position is out of the 320*224 visible area. | ||
* Sprite height is set to 0 ([[Sprites|SCB3]]). | * Sprite height is set to 0 ([[Sprites|SCB3]]). | ||
* Sprite tiles are all transparent (bad tile numbers ?). | * Sprite tiles are all transparent (bad tile numbers ?). | ||
* Tile colors are the same as the backdrop color | * Tile colors are the same as the backdrop color. | ||
* Shrinking values too low (at least | * Wrong palette bank. | ||
* Shrinking values too low (at least 2 pixels should still be visible). | |||
* Bad [[C ROM]], it happens... | * Bad [[C ROM]], it happens... | ||
* [[Palettes|Reference color]] (0) is not black. | * [[Palettes|Reference color]] (0) is not black. |
Revision as of 20:54, 22 June 2016
Check your hardware before checking your code...
Unwanted resets
- The watchdog isn't reset often enough, write a byte to REG_DIPSW at least each frame.
- An exception is occuring, set up a simple 68k exception handling screen to debug your code.
- Misaligned word or longword read/write (address error)
- RTS with wrong return address in stack (or bad SP ?)
- JSR instead of JMP
- Jump table with bad index (address error)
- Timer interrupt too fast, causes stack to explode
Invisible sprites
- Sprites are disabled (NeoGeo CD only, they're enabled by default)
- The fix layer is filled with non-transparent tiles which hide everything.
- Sprite position is out of the 320*224 visible area.
- Sprite height is set to 0 (SCB3).
- Sprite tiles are all transparent (bad tile numbers ?).
- Tile colors are the same as the backdrop color.
- Wrong palette bank.
- Shrinking values too low (at least 2 pixels should still be visible).
- Bad C ROM, it happens...
- Reference color (0) is not black.
Invisible fix layer
- Fix is disabled (NeoGeo CD only, activated by default)
- No non-transparent tiles mapped (bad S ROM ?)
- Tile colors are the same as the backdrop color
- Tiles are on the invisible borders.
- Reference color is not black.
Wrong colors
- The wrong palette bank is selected.
- Reference color is not black.
- Palettes loading routine is broken (byte load instead of word, bad offset...).
- Tiles are assigned to an uninitialized palette.
Erratic sprite movement or display
- Sprite is driven by the previous one.
- REG_VRAMRW or REG_VRAMMOD writes too fast.
- Never use CLR instructions on LSPC registers.
- The Timer interrupt routine has VRAM writes which interferes with the VBlank interrupt routine. Disable the Timer interrupt when out of the display area.
Interrupts don't work
- Some emulators ignore the timer interrupt, it may work on the real hardware.
- The interrupt mask causes them to be ignored by the 68k. Check the SR register.
- Wrong configuration of the timer interrupt, see REG_LSPCMODE.
- The interrupt vector points to an RTE or RTS. Beware of the different levels between cart and CD systems.
Game doesn't boot (goes directly to the crosshatch)
- Check the "NEO-GEO" string at $100
- Check the security code and pointer at $182
- NGH number at header $108 must be greater than 0
Game isn't recognized on Neo CD
- Check that all files in IPL.TXT are present
- Check that IPL.TXT ends with CR+LF
- Check if the ABS, CPY and BIB files are present and that they contain the right data
Vblank routine is long
- Stop the timer interrupt when out of the active display. The timer interrupt can be very mean.