I have an issue in my emulator where during gameplay in Virtual FighterII, there are corrupted characters across the first few lines of pattern A.
I'm pretty sure it's not a dma emulation problem, so I might have a mask problem or something wrong in my pattern render code, but for the life of me I can't see anything obvious.
Does anyone know if there is any special pattern map address or tile address masking or something else that I might be missing?
So if there are non transparent BGA tiles behind a window which contains transparent tiles (ie. has color index zero in them), then BGA will not be visible, but BGB instead? (Assuming BGB is lower pri than BGA).