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<title>code.nes/scroll/roulette.s, branch main</title>
<subtitle>Hacking the Famicom/NES just for the fun of it.
</subtitle>
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<updated>2025-03-20T17:01:34Z</updated>
<entry>
<title>Clear VBlank on reset on all examples</title>
<updated>2025-03-20T17:01:34Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-03-20T17:01:34Z</published>
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<id>urn:sha1:b21e3d2588749568c777a84435905bef110f3479</id>
<content type='text'>
This was an oversight from the very first example that has propagated
into the other ones.

Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
<entry>
<title>scroll: Provide an example with the MMC3 chip</title>
<updated>2025-03-12T18:42:43Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-03-12T18:42:43Z</published>
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<id>urn:sha1:49842414e2c570c511ef5c3c9e1860ee8d2fd504</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
<entry>
<title>Provide an example on multiscreen scrolling</title>
<updated>2025-03-10T22:22:22Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-03-10T21:55:41Z</published>
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<id>urn:sha1:ba0cf9e5293f258c58ced1fcc47f558e7419dae4</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
<entry>
<title>shared: Add utilities for clearing screens</title>
<updated>2025-03-07T15:07:04Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-03-07T15:04:42Z</published>
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<id>urn:sha1:ff22231f8a2f3714df701fd7c12b07915adc15e9</id>
<content type='text'>
These are quite mindless, but they are rather useful on simple examples
in which we don't care about performance and we just want to show
something on the screen.

For now this didn't matter much, but on real hardware I was able to
reproduce the same glitches as with emulators which randomized memory on
both the CPU memory and on the PPU. Hence, just allow some examples to
manually reset these regions and avoid silly graphical glitches.

Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
<entry>
<title>Ensure background/sprite tiles are spread properly</title>
<updated>2025-02-04T21:00:36Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-02-04T14:46:54Z</published>
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<content type='text'>
At least on the MMC3 chip, it's important to have background tiles on
the first pattern table and then sprite tiles on the second pattern
table. This avoids a hardware bug on scanline IRQs.

Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
<entry>
<title>scroll: Implement a roulette-like game</title>
<updated>2025-02-04T21:00:07Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-02-04T10:00:22Z</published>
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<id>urn:sha1:6c4ac7727094259b3b5a25e8c168245983e70b2f</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
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