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本帖最后由 n805 于 2015-12-19 22:14 编辑 " ]+ k1 l% q5 F* n, s
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经过慢长的亲手测试,终于可以给大家提交一份满意的答卷。RGB PPU总体兼容性一流,无明显差错,画质清晰,色彩还原准确。2 e1 D/ V2 H$ d$ ?: ~6 o8 |
开发板连接输出RGBS到分量转换版。与S-video同时输出。* N+ I) o- c8 d0 D) G) r: f8 H9 x
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运行N8半小时后,7805散热片的温度超过65度。但是RGB PPU几乎感觉不到热度,可能还是N8的功耗高,大热天打机要注意了。
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* n, B4 r: C Z9 _9 \( H有关7805温度过高问题,检查了下应该是电源负载电压过高造成,昨天将电源变压器的次级线圈减少了20圈,将负载电压从12v降到了9v,连续通电8个小时后欧测得的温度一直稳定在42度。建议老主机电压控制在9V.# U. q; Q% \6 l( r
接着是画质的比对,从上到下依次是 AV>>S-Video>RGB/ L9 r, g4 ]0 M% c
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从左到右:S-Video>RGB " i( M! V. q @3 l3 I2 w/ P: J
. [; z5 N4 K8 H# \. I5 `, Q) M3 p从左到右:AV>RGB
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华丽的分割线
0 L% i U9 h. }接着就是游戏兼容性测试,使用N8烧录卡。游戏兼容性测试列表如下:
* {. c* S1 q& d1 Z) D* V' H) I- Adventures of Lolo 2, Ms. Pac-Man (Tengen), and Spelunker rely on 1 cycle NMI delay when $2002 bit 7 gets set inside vblank (if $2002 has not been read yet), in which $2002 bit 7 can be read as true
- Balloon Fight relies on reading the nametables through $2007 to twinkle the stars in the background. (The code is at $D603.)
- Battletoads requires fairly precise CPU and PPU timing and a fairly robust sprite zero implementation. It leaves rendering disabled for a number of scanlines into the visible frame to gain extra VRAM manipulation time and then enables it. If the timing is off so that the background image appears too high or too low at this point, a sprite zero hit will fail to trigger, hanging the game. This usually occurs immediately upon entering the first stage if the timing is off by enough, and might cause random hangs at other points otherwise.
- Bee 52 needs accurate DMC timing and relies on $2002 bit 5 (sprite overflow) as well
- Cobra Triangle and Ironsword rely on the dummy read for the sta $4000,X instruction to acknowledge pending APU IRQs.
- Crystalis, Fantastic Adventures of Dizzy, Fire Hawk, and Super Off Road do mid-frame palette changes
- Marble Madness switches CHR banks mid-scanline to draw text boxes (e.g. at the beginning of each level). Getting these to render correctly requires fairly precise timing.
- Punch-Out!! requires fetching the 34th tile; otherwise, the ring will be glitched.
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- Slalom does a JSR while the stack pointer is 0, so that half of the return address ends up at $0100 and the other half at $01FF.
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N8选择游戏的画面
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先是豆卡测试,完美,无任何画面破碎问题,之前在原装机上运行会出现画面破碎,当然可以更换IC 373解决。(测试用主机RGB PPU模块包含了373和vram模块,所以完全不存在这个问题 )
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开始按照兼容性列表进行测试
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8 M' D* A9 u' J: m: u. |2 Z诡异的现象发生,昨晚测试这个游戏的时候发现标题画面会随着音乐有节奏的破碎,但是今天早上测试却没有这个问题。4 N' r: H4 L5 o! S
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7 }8 u9 s. e5 G9 X8 m5 ~$ d同样,昨晚测试的这款游戏不存在问题,结果今天早上测试却出问题。基于以上现象,我估计是测试板的问题,连接的那么多线肯定会受到干扰,相信RGB PPU本身不存在什么问题。' v' ]: C, c: ?9 D1 W
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