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Manual lag: Set palette on result screen
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If audio is on, the screen is black during exact lineup.  If the lag
for the last press is 0, the screen remains black during the result
screen, rendering it unreadable.  Fix this by calling set_bgp on the
result screen.

Reported by Great Hierophant at
https://forums.nesdev.com/viewtopic.php?p=219434#p219434
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pinobatch committed Jun 6, 2018
1 parent fc2d9c7 commit c85a994
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Showing 3 changed files with 3 additions and 2 deletions.
2 changes: 1 addition & 1 deletion gameboy/makefile
Expand Up @@ -11,7 +11,7 @@

# Used in the title of the zipfile and .gb executable
title:=gb240p
version:=0.05
version:=0.06

# Space-separated list of asm files without .z80 extension
# (use a backslash to continue on the next line)
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1 change: 0 additions & 1 deletion gameboy/src/gbctests.z80
Expand Up @@ -91,7 +91,6 @@ activity_pluge:
.restart:
call clear_gbc_attr

ld b,b
; Load tiles and map
ld hl,CHRRAM0
ld de,plugetiles_chr
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2 changes: 2 additions & 0 deletions gameboy/src/megaton.z80
Expand Up @@ -352,6 +352,8 @@ activity_megaton_complete:
.loop:
call read_pad
call wait_vblank_irq
ld a,%01101100
call set_bgp
ld a,[new_keys]
and PADF_B|PADF_START
jr z,.loop
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