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Tepples' 8x16 sprite test ROM crashes the emulator

What steps will reproduce the problem?
1. Start LambNES with the attached ROM file (which is Tepples' 8x16 sprite test 
rom)

Expected:
 64 sprite cans bouncing around the screen
Got:
 the following exception, about 1000 times - whatever the underlying cause of the exception was, it scrolled off the screen too quickly to capture.

Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
        at com.lambelly.lambnes.platform.ppu.SpriteTile.getPixelSpriteColorPalet
teIndex(SpriteTile.java:118)
        at com.lambelly.lambnes.platform.ppu.SpriteTile.getBufferedImage(SpriteT
ile.java:162)
        at com.lambelly.lambnes.gui.SpriteIcon.paintIcon(SpriteIcon.java:32)
        at javax.swing.plaf.basic.BasicLabelUI.paint(Unknown Source)
        at javax.swing.plaf.ComponentUI.update(Unknown Source)
        at javax.swing.JComponent.paintComponent(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JComponent.paintChildren(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JComponent.paintToOffscreen(Unknown Source)
        at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown S
ource)
        at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
        at javax.swing.RepaintManager.paint(Unknown Source)
        at javax.swing.JComponent._paintImmediately(Unknown Source)
        at javax.swing.JComponent.paintImmediately(Unknown Source)
        at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
        at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
        at javax.swing.RepaintManager.seqPaintDirtyRegions(Unknown Source)
        at javax.swing.SystemEventQueueUtilities$ComponentWorkRequest.run(Unknow
n Source)
        at java.awt.event.InvocationEvent.dispatch(Unknown Source)
        at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
        at java.awt.EventQueue.access$000(Unknown Source)
        at java.awt.EventQueue$1.run(Unknown Source)
        at java.awt.EventQueue$1.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
        at com.lambelly.lambnes.platform.ppu.SpriteTile.getPixelSpriteColorPalet
teIndex(SpriteTile.java:118)
        at com.lambelly.lambnes.platform.ppu.SpriteTile.getBufferedImage(SpriteT
ile.java:162)
        at com.lambelly.lambnes.gui.SpriteIcon.paintIcon(SpriteIcon.java:32)
        at javax.swing.plaf.basic.BasicLabelUI.paint(Unknown Source)
        at javax.swing.plaf.ComponentUI.update(Unknown Source)
        at javax.swing.JComponent.paintComponent(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JComponent.paintChildren(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JComponent.paintToOffscreen(Unknown Source)
        at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown S
ource)
        at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
        at javax.swing.RepaintManager.paint(Unknown Source)
        at javax.swing.JComponent._paintImmediately(Unknown Source)
        at javax.swing.JComponent.paintImmediately(Unknown Source)
        at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
        at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
        at javax.swing.RepaintManager.seqPaintDirtyRegions(Unknown Source)
        at javax.swing.SystemEventQueueUtilities$ComponentWorkRequest.run(Unknow
n Source)
        at java.awt.event.InvocationEvent.dispatch(Unknown Source)
        at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
        at java.awt.EventQueue.access$000(Unknown Source)
        at java.awt.EventQueue$1.run(Unknown Source)
        at java.awt.EventQueue$1.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)


Original issue reported on code.google.com by [email protected] on 11 May 2011 at 1:20

Attachments:

wrong palette is being used for background

What steps will reproduce the problem?
1. Open any rom
2. Background will show some blocks of colors that are wrong

What is the expected output? What do you see instead?
background colors ought to accurately match NES output.


Original issue reported on code.google.com by [email protected] on 29 Mar 2011 at 1:05

scrolling is not implemented

What steps will reproduce the problem?
1. open any rom that uses scrolling. Super Mario uses scrolling. Balloon fight 
uses scrolling.

What is the expected output? What do you see instead?
scrolling ought to work accurately.

Original issue reported on code.google.com by [email protected] on 29 Mar 2011 at 1:04

the command line rom often makes poor assumptions about the absolute path of roms if the absolute path isn't given.

What steps will reproduce the problem?
1. point the command line at a directory.
2. the roms in the directory will be shown to the user for the user to select
3. if the directory isn't in the location that lambnes expects it to be, the 
rom isn't found.

What is the expected output? What do you see instead?
Lambnes is supposed to accept roms from the command line in two ways. Either by 
an absolute path to a specific rom or to a directory that contains roms. If a 
directory is supplied, lambnes is supposed to show a list of all available roms 
in that directory and allow the user to select. The selected rom should then 
load.

Original issue reported on code.google.com by [email protected] on 29 Mar 2011 at 12:40

Sprite backgrounds are cached incorrectly

If a sprite appears on a black background first, it will have a black opaque 
background when it is used again on a different background color. This is 
probably a caching issue.
Steps to reproduce:
-Run Super Mario Bros.
-Start a new game
-Walk right until you see the first Goomba

(On an unrelated note: try analyzing this program with the sampler included 
with the JDK, jvisualvm.exe. The slow performance seems to be mostly due to how 
often the config file is checked. Is every method checking the logging level 
every time it is executed? That might work for business logic but an emulator 
can't afford to do that.)

Original issue reported on code.google.com by [email protected] on 20 Mar 2012 at 9:22

sprite0 doesn't appear to be working

What steps will reproduce the problem?
1. open super mario.  
2. super mario relies on sprite0 extensively. 
3. the title screen will not show.

What is the expected output? What do you see instead?
The title screen ought to show once sprite0 has been found

Original issue reported on code.google.com by [email protected] on 29 Mar 2011 at 1:00

VRAM increment +32 is not currently supported

What steps will reproduce the problem?
1. load any rom that uses +32 name table incrementing rather than +1 name table 
incrementing. The background will be jacked up.

What is the expected output? What do you see instead?
The background should be accurate.

Original issue reported on code.google.com by [email protected] on 29 Mar 2011 at 12:46

sprites that are on the same scanline "flicker"

What steps will reproduce the problem?
1. open just about any rom. Balloon fight is a good example.
2. Once playing the game, sprites that are on the same scanline flicker. It's 
like only one sprite is shown at a time.

What is the expected output? What do you see instead?
sprites ought to look smooth so long as there are less than 8 sprites on a 
scanline.


Original issue reported on code.google.com by [email protected] on 29 Mar 2011 at 12:56

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