This is Chris Covell's Sayoonara! demo running in zipNES 0.1.115.
This demonstrates that even at this very early stage zipNES supported hblank PPU scrolling and palette effects. Many NES emulators still get this wrong, even popular emulators like NEStopia.
zipNES 0.9 with high accuracy is in the works.
Yeah, to get this demo right you have to interleave frame-rendering and CPU emulation. My emulator emulated a scanline-worth of CPU cycles and then rendered a single scanline to the video surface, and did no caching scanline-per-scanline. This method seemed to work accurately for nearly all games (pixel-granularity was overkill).
This ability was very important when I was coding my emulator, because I hated the fact that NESticle couldn't run Startropics. :)
uosasd2 1 year ago