<story><title>Zelda Screen Transitions Are Undefined Behaviour</title><url>https://gridbugs.org/zelda-screen-transitions-are-undefined-behaviour/</url></story><parent_chain></parent_chain><comment><author>yc-kraln</author><text>I don&amp;#x27;t think I would call this undefined behavior... the behavior is defined by what happens on the hardware when it&amp;#x27;s executed!&lt;p&gt;There are many, many classical effects on raster hardware which are accomplished by changing registers within the horizontal blanking period... copper bars, mode 7, certain paralax scrolling. When you&amp;#x27;re on a resource limited system it becomes an art to get the most out of the platform. Look at the difference between Mario 64 and Conker&amp;#x27;s Bad Fur Day... or Genji: Days of the Blade (PS3) vs Persona 5 (PS3) Even with modern consoles, there is a marked improvement in the apparent visual quality over the lifetime of the device, as developers learn how to squeeze more and more out of the platform.</text></comment>
<story><title>Zelda Screen Transitions Are Undefined Behaviour</title><url>https://gridbugs.org/zelda-screen-transitions-are-undefined-behaviour/</url></story><parent_chain></parent_chain><comment><author>daniel5151</author><text>I actually had to wrestle with this exact effect while working on wideNES [1]. By saving a screenshot of the screen at each frame alongside with it&amp;#x27;s PPUSCROLL value, it&amp;#x27;s possible to gradually build-up a map of the level as it&amp;#x27;s explored. Moreover, on subsequent playthroughs of the same level, it&amp;#x27;s possible to sync the map with the on-screen action, effectively enabling a &amp;quot;widescreen&amp;quot; mode for old NES games (with certain limitations).&lt;p&gt;Lots of games used funky scrolling mechanics, typically to create status bars, but of all the different games I tested with, TLOZ was by-far the weirdest, requiring an entire special case to get working!&lt;p&gt;I don&amp;#x27;t have any screenshots of my own, but some japanese website recently covered wideNES, posting screenshots of it working with the original Legent of Zelda.[2]&lt;p&gt;[1] &lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;prilik.com&amp;#x2F;blog&amp;#x2F;2018&amp;#x2F;08&amp;#x2F;24&amp;#x2F;wideNES.html&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;prilik.com&amp;#x2F;blog&amp;#x2F;2018&amp;#x2F;08&amp;#x2F;24&amp;#x2F;wideNES.html&lt;/a&gt;&lt;p&gt;[2] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;emulog.net&amp;#x2F;fc-nes-emulator-anese-how-to-use-widenes&amp;#x2F;&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;emulog.net&amp;#x2F;fc-nes-emulator-anese-how-to-use-widenes&amp;#x2F;&lt;/a&gt;</text></comment>