[SOLVED] Emulator video glitching on leading edge help

Jan 26, 2022
3
0
10
0
I’m using retroarch and nestopia to play NES games and the leading edge of the screen glitches. If I’m moving right the right side of the screen glitches. like it loads a frame that doesn’t exist. if I go left the left side does the same. its Always the leading edge. I’m holding 60FPS with a 5700g.

Any help is appreciated.
I hope it’s some video settings. 😬
 
It's how NES worked, they used the far border for programming tricks because the TVs of that time would have a smaller than that picture, it wouldn't show up back then but now since everything is digital it shows up.

https://pixelvision8.substack.com/p/a-look-at-the-nintendos-off-screen-sprite-rendering-glitches-b9086069cad3
If you think about it, the NES is an 8-bit system. That means the X and Y position of any sprite on the screen can only go from 0–255. Today, we would use an unsigned integer to represent this. When you try to add 1 to an 8-bit value set to 255, it loops around back to 0. With the NES having a screen resolution of 256 x 240, that meant there was technically no place to hide sprites horizontally offscreen.

For most of the games created on the NES, this was not ideal. With nowhere to place sprites off the screen, it presented a challenge to move them into view when scrolling. To get around this, developers took advantage of the CRT’s overscan. This was a boundary along the edge of the screen where pixels were stilled rendered but technically not visible on most TVs of the time.
It is known about and there are ways to deal with it, like display cropping to simulate the same display size as was usual back in the day.
https://forums.libretro.com/t/overscan-fixes-fceu-nestopia-s9x-next/614
 
It's how NES worked, they used the far border for programming tricks because the TVs of that time would have a smaller than that picture, it wouldn't show up back then but now since everything is digital it shows up.

https://pixelvision8.substack.com/p/a-look-at-the-nintendos-off-screen-sprite-rendering-glitches-b9086069cad3
If you think about it, the NES is an 8-bit system. That means the X and Y position of any sprite on the screen can only go from 0–255. Today, we would use an unsigned integer to represent this. When you try to add 1 to an 8-bit value set to 255, it loops around back to 0. With the NES having a screen resolution of 256 x 240, that meant there was technically no place to hide sprites horizontally offscreen.

For most of the games created on the NES, this was not ideal. With nowhere to place sprites off the screen, it presented a challenge to move them into view when scrolling. To get around this, developers took advantage of the CRT’s overscan. This was a boundary along the edge of the screen where pixels were stilled rendered but technically not visible on most TVs of the time.
It is known about and there are ways to deal with it, like display cropping to simulate the same display size as was usual back in the day.
https://forums.libretro.com/t/overscan-fixes-fceu-nestopia-s9x-next/614
 

ASK THE COMMUNITY