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The Sega Satan WIP/screenshot thread

Posted By: Kale

The Sega Satan WIP/screenshot thread - 05/28/11 03:01 PM

Ok, usual rules, post here any Sega Saturn screenshots and/or bug reports. We'll evenutally put all the info gathered there into a proper wiki page at some point.

DISCLAIMER: me and Arbee accepts only valid bug reports, i.e. try to limitate bug reports for games that doesn't surpass the Sega Saturn -> licensed by Sega logo screens, it means that the disc recognition failed hence your CD image is likely to be badly ripped

--------------------------------------------------------------

The Coveni! - Ano Machi wo Dokusen Seyo (J)
Shows this screen, trying to select an option ends up in either a tight loop or an assert without log. I don't know what this screen means either ...


AI Shougi
Recognizes the disc but returns to main menu.

Game Basic
Boots fine, missing keyboard device emulation.
Posted By: Anna Wu

Re: The Sega Satan WIP/screenshot thread - 05/28/11 03:26 PM

Virtua Fighter - CG Portrait Collection (E) (it´s not a game)






Posted By: sparrowred

Re: The Sega Satan WIP/screenshot thread - 05/28/11 03:34 PM

Three Dirty Dwarves (USA)
Boots to title screen with music, then fades to black and nothing happens.
I was also unable to press start at the title screen.



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/28/11 04:00 PM

Mortal Kombat 2

Huge gfx artifacts, eventually gets to a black screen:





Phantasy Star Collection
Sega Ages logo -> title screen -> crashes



Puzzle & Action: Sando-R
boots fine, first option causes an assert, gameplay is accessible with third option. With second option it eventually hard crash at the shop.





Advanced VG
Shows TGL logo, a sprite at the center of the screen then hangs:

Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 05/28/11 04:43 PM

I tried running Saturn with the games "Tenchi Muyo gokuraku" and "Neon Genesis Evangelion".

However, running "mess saturnjp -cdrm xyz.chd" immediately drops me back to the command line with
Code:
ERROR: root directory too big (67584)


Since it happens with both games, I guess it has something to do with how I created these CHDs. What's the best way to do that? I ripped to bin+cue but that's obviously not working right...
The output of chdman is here:
Code:
G:\Sega Saturn>d:\devel\mess\chdman -createcd neon_genesis_evangelion.cue nge.chd
chdman - MAME Compressed Hunks of Data (CHD) manager 0.142u4 (May 27 2011)
trk 1: 4952 frames @ offset 0
trk 2: 251553 frames @ offset 11647104
trk 3: 750 frames @ offset 603299760
trk 4: 11493 frames @ offset 605063760
trk 5: 965 frames @ offset 632095296

CD-ROM neon_genesis_evangelion.cue has 5 tracks and 269713 total frames
Track 01/05 (neon_genesis_evangelion.bin:0,4952 frames,1238 hunks,swap 0,pregap 0,postgap 0)
Track 02/05 (neon_genesis_evangelion.bin:11647104,251553 frames,62889 hunks,swap 0,pregap 150,postgap 0)
Track 03/05 (neon_genesis_evangelion.bin:603299760,750 frames,188 hunks,swap 1,pregap 150,postgap 0)
Track 04/05 (neon_genesis_evangelion.bin:605063760,11493 frames,2874 hunks,swap 1,pregap 450,postgap 0)
Track 05/05 (neon_genesis_evangelion.bin:632095296,965 frames,242 hunks,swap 1,pregap 450,postgap 0)
Compression complete ... final ratio = 21%

G:\Sega Saturn>


if I try it with a Nero raw image (*.nrg) I get:
Code:
chdman - MAME Compressed Hunks of Data (CHD) manager 0.142u4 (May 27 2011)
ERROR: Unknown track type 64, contact MAMEDEV!

CD-ROM nge.nrg has 1 tracks and 0 total frames
Error creating CHD file: invalid parameter


Any ideas?

-Darkstar
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/28/11 04:54 PM

You are ripping and converting them exactly perfectly as far as the bin/cue version, that message is due to the CD emulation being awful.

Obviously in the nrg case the chd that gets written out will be garbage because we don't support whatever that track type is.
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 05/28/11 05:03 PM

OK, after editing stvcd.c and changing MAX_DIR_SIZE, I don't get that error anymore. However, both games still don't run.

Tenchi Muyo hangs on a black screen after the copyright mesasge, and Neon Genesis Evangelion doesn't even start, no matter what BIOS I chose (0 or 1), although BIOS 0 gives me the CD player and BIOS 1 hangs on the "Saturn" startup screen.

I'll see what other Saturn games I find around here...

Edit: okay, none of my Saturn games work frown I guess I'll go grab a few more next time I'm in Akihabara... Until then I'll just be patient and watch the nice screenshots here smile

-Darkstar
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/28/11 05:09 PM

The region counts for Saturn, unlike PSX - you must run Japan games on the saturnjp driver, for instance.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/28/11 06:35 PM

Afterburner 2

Dies at the now loading screen.

Posted By: Justin

Re: The Sega Satan WIP/screenshot thread - 05/28/11 10:00 PM

Originally Posted By Kale
The Coveni! - Ano Machi wo Dokusen Seyo (J)
Shows this screen, trying to select an option ends up in either a tight loop or an assert without log. I don't know what this screen means either ...


!! Warning !!

Memory cartridge is not connected.

If the game is started like this, records cannot be kept.

Start the game?

Yes / No



[Not sure what it does if you say "no".... wink ]
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/28/11 11:19 PM

#11692 makes the CD player a bit more sane. (Yes I'm aware that no sound actually plays and the time display is weird for tracks other than 1 - please do not report those or any other misbehaviours).

Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 05/28/11 11:40 PM

I just took a quick shot at this:
Radiant Silvergun (J) freezes after start
Guardian Heroes (J) and (E) freeze at Sega logo.
All of the above are redump.org rips tested with svn 11691.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/29/11 03:31 AM

Resident Evil Saturn shows some signs of life, or undeadness.


Posted By: LordFlux

Re: The Sega Satan WIP/screenshot thread - 05/29/11 06:58 AM

I ripped my copy of Blazing Dragons. When no button is pressed, it plays a couple of different demos, then infinite loops in what looks like a poor man's Matrix.

When the game is actually started, it loads to the first screen, plays a short animation, then freezes at the next loading screen.



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/29/11 01:29 PM

I've changed CD timer from 150 to 75 Hz, and this started booting ...

AI Shougi






Shanghai also started to boot (unsurprisingly, since it's a direct ST-V conversion)





Metal Slug moans with this msg, guess it wants the cartridge RAM?



... and Guardian Force ... ok, commit ...



Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/29/11 03:20 PM

I figured we might have a timing problem, good call.




Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 05/29/11 03:22 PM

With the slower CD speed, Neon Genesis Evangelion actually gets as far as this cute little "please wait"-screen:


After that: black screen

-Darkstar
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/29/11 03:38 PM






Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 05/29/11 04:00 PM

Gal Jan (Jap)


No clue what It means
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/29/11 05:20 PM

Originally Posted By R. Belmont
I figured we might have a timing problem, good call.


There's still some weird hidden timing(s?) bug with this system, there are still various ST-V games that starts with 2 credits (and we also require that Astra SuperStars hack). And afaik this HW doesn't have any waitstate penalty (or it's too small that it doesn't count anyway)
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/29/11 05:23 PM

The "high RAM" at 06xxxxxx has no waitstate penalty - the SH-2 can burst-fetch it at full speed (which is why program code is always stored there). The "low RAM" at 2xxxxxxx does have 1 or 2 waitstates, I forget how many now. Video and sound RAM and register accesses have varying amounts of wait states as well.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 05/29/11 05:33 PM

of course being SH2 you have the whole cache thing confusing it even more, so if you don't actually hit the ram there is no penalty etc. Implementing universal wait states might just make it too slow.

then of course the dual CPUs. Are any of these tests being done with it set to *perfect* interleave? I have a feeling you're going to find a lot of Saturn games which are fussier than anything on ST-V.
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 05/29/11 05:39 PM

Dark Seed (works)



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/29/11 06:39 PM

Originally Posted By Kaylee
Gal Jan (Jap)


No clue what It means


Doesn't get proper data from the disc file system.

Final Fight Revenge



Ok, any clue about how the cart RAM works?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/29/11 06:50 PM

Originally Posted By Kale
Ok, any clue about how the cart RAM works?


cs0.c in Yabause 0.9.10, but pretty much you just map RAM at the right places in the cartridge area and it works apparently smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/29/11 06:52 PM

Ok, I've got the corrispective Sega document, it's very easy (and indeed I've got that by just looking at the code). smile







No BGMs, they are probably red-book tracks.

This one crashes once that you get to the first mid-boss --"



Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/29/11 07:27 PM

Virtua Fighter 2, which Sega claims to be the most advanced and highest-performance use of the dual CPUs on the Saturn:





Plays fine, except redbook BGM is silent (not shocking).
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 05/29/11 08:16 PM

Sonic R (japan):



Doesn't recognize any input
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 05/29/11 08:29 PM

Shanghai - the great wall (japan)



Fully playable
Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 05/29/11 09:04 PM

Saturn Bomberman Fight!! (J)

Gets as far as this screen then fades to black:


Posted By: mahlemiut

Re: The Sega Satan WIP/screenshot thread - 05/29/11 11:58 PM

Feda Remake! (J)

Locks up during intro (can be skipped), black screen when starting game.

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/30/11 12:36 AM

That "Remake!" logo looks Photoshopped ^^'
Posted By: Anna Wu

Re: The Sega Satan WIP/screenshot thread - 05/30/11 03:48 AM

Tempest 2000 (U)
Huge gfx problems
Doesn't recognize any input


Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/30/11 03:50 AM

Yeah, I tried Tempest 2000 myself earlier. Looks like big fun for VDP-fix-minded individuals (oh, hi Kale!) ;-)
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 05/30/11 04:53 AM




It gets this far then hangs:
Posted By: LordFlux

Re: The Sega Satan WIP/screenshot thread - 05/30/11 06:43 AM

World Series Baseball 98 is fully playable. There's a few graphic glitches, but nothing that hinders the gameplay. It runs at about 80% on my C2D 3.6GHz.

One strange bug I noticed is that if the game is started, then re-started, the intro video locks up. Delete the NV and it plays perfectly again.

The game must store some data in the NV and it can't read it back. *shrug*

Posted By: byuu

Re: The Sega Satan WIP/screenshot thread - 05/30/11 07:09 AM

Is the title of the thread some sort of in-joke? I mean I know the system is a devil to code for / emulate and all, but ...
Posted By: Anna Wu

Re: The Sega Satan WIP/screenshot thread - 05/30/11 08:05 AM

In Japan the console was called Sega Satan



One of the first Sega Saturn emulators was named "Satan" coded by Nakasaki.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/30/11 11:06 AM

No, it really wasn't. I have a Japanese Saturn and it says "Saturn" smile 32X was "Mars", and the scrapped all-in-one Megadrive+32X+SegaCD was "Jupiter", so "Saturn" makes sense as the next step beyond that.
Posted By: ElBarto

Re: The Sega Satan WIP/screenshot thread - 05/30/11 11:08 AM

I thought that Kale use Satan as the contraction of Saturn and Titan (from STV) but I might be wrong.
Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 05/30/11 11:49 AM

Originally Posted By R. Belmont
32X was "Mars", and the scrapped all-in-one Megadrive+32X+SegaCD was "Jupiter", so "Saturn" makes sense as the next step beyond that.


Where does the Sega "Neptune" fit into all that? Brother of Jupiter perhaps smile
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 05/30/11 12:44 PM

Originally Posted By Anna Wu
In Japan the console was called Sega Satan



That's actually how you write "Saturn" in Japanese. Romaji roundtrip-transliteration is not a lossless process, and in combination with the abundance of english loanwords it makes the language quite a bit more complicated ;-)

-Darkstar
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/30/11 12:45 PM

Originally Posted By ElBarto
I thought that Kale use Satan as the contraction of Saturn and Titan (from STV) but I might be wrong.


Again, it's mispelled in JP commercials, go figure -> http://www.youtube.com/watch?v=P_m4J2poilI&NR=1
Posted By: RColtrane

Re: The Sega Satan WIP/screenshot thread - 05/30/11 03:53 PM

Tested "Shin Shinobi Den(J)" and "Battle Monsters(U)" with both 'saturnjp' and 'saturn' drivers and here are the results:

In saturnjp:
Shin Shinobi Den(J) - Freezes at the SEGA trademark logo screen
Battle Monsters(U) - Freezes as the system CD player screen

In saturn:
Shin SHinobi Den(J) - Freezes as the system CD player screen
Battle Monsters(U) - Runs fine, accepts the start button to enter the selection screen but the console keys doesn't seem to work so I couldn't pick the character to play (see screenshot):

Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 05/30/11 04:22 PM

Konami Antiques - MSX Collection (J) Loads the Konami logo then suddenly it drops to 7% (does up to 230% just before it) and stops there.
Posted By: nirv

Re: The Sega Satan WIP/screenshot thread - 05/30/11 05:36 PM

Doom (U) - blacks out and locks after hearing the indicator that a level is loading (barrel explosion).

Myst (U) - green background until you click. framerate drops when viewing motion video in the books

Planetweb NetLink Web Browser 1.0 (U) - locks just after Sega screen, probably due to NetLink hardware requirement.

Tomb Raider (U) - Freezes after the Eidos logo.

Wipeout (U) - Freezes after first "Published by Psygnosis" screen.






Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 05/30/11 06:11 PM

Originally Posted By RColtrane
Tested "Shin Shinobi Den(J)" and "Battle Monsters(U)" with both 'saturnjp' and 'saturn' drivers and here are the results:

In saturnjp:
Shin Shinobi Den(J) - Freezes at the SEGA trademark logo screen
Battle Monsters(U) - Freezes as the system CD player screen

In saturn:
Shin SHinobi Den(J) - Freezes as the system CD player screen
Battle Monsters(U) - Runs fine, accepts the start button to enter the selection screen but the console keys doesn't seem to work so I couldn't pick the character to play (see screenshot):



The (J) Games should be run only on the Japanese driver. and the same goes with (U) (E) with their own driver, as per R.Belmont's comments (It might have worked if we had emulated a Mod chip grin)

Originally Posted By R. Belmont
The region counts for Saturn, unlike PSX - you must run Japan games on the saturnjp driver, for instance.


Posted By: Just Desserts

Re: The Sega Satan WIP/screenshot thread - 05/30/11 06:14 PM

Originally Posted By Kaylee
The (J) Games should be run only on the Japanese driver. and the same goes with (U) (E) with their own driver, as per R.Belmont's comments (It might have worked if we had emulated a Mod chip grin)


Correction: The (J) games should be run only on the Japanese driver, and if they do run on a non-Japanese driver I'd say that's a pretty clear-cut bug. However, his post points out that the (J) game runs on neither driver but the (U) game only runs on the right region. Hope that helps. smile
Posted By: byuu

Re: The Sega Satan WIP/screenshot thread - 05/30/11 07:01 PM

Originally Posted By Spa8nky
Where does the Sega "Neptune" fit into all that? Brother of Jupiter perhaps smile


Sega Venus, Sega Mercury, Sega Mars, Sega Jupiter! He is the one named Sega-ta.

Ahem. All katakana crushes English words badly. (mo-ningu baikingu) is not about riding your bike in the morning, for example. No way they intended to call it the Sega Satan. If so, Sega Lucifer would have sounded a lot cooler, especially if it were painted red laugh
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/30/11 07:02 PM

I kinda figured it was another Rhinocerous Bar Command.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/30/11 07:10 PM

Hey, it was just a joke, just like calling the Jaaaag as the thread for the Atari Jaguar :P
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 05/30/11 08:16 PM

Originally Posted By byuu
All katakana crushes English words badly. (mo-ningu baikingu) is not about riding your bike in the morning, for example. No way they intended to call it the Sega Satan. If so, Sega Lucifer would have sounded a lot cooler, especially if it were painted red laugh

That's what I always hated about the Japanese tests. I did quite well with the regular vocabulary, but these pseudo-english words always killed me. Who would think that "konsento" means "electrical outlet"...

So what is this "Morning Viking" thing? smile

-Darkstar
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 05/30/11 08:50 PM

Maybe it's a Mourning Viking?

Sexy Parodius (japan):

Shows Konami logo, slows down to a crawl, crashes


Dodonpachi (japan):

Shows Atlus logo, then it goes black
Posted By: ElBarto

Re: The Sega Satan WIP/screenshot thread - 05/31/11 03:50 AM

Originally Posted By R. Belmont
No, it really wasn't. I have a Japanese Saturn and it says "Saturn" smile 32X was "Mars", and the scrapped all-in-one Megadrive+32X+SegaCD was "Jupiter", so "Saturn" makes sense as the next step beyond that.


Didn't really make sense as the names aren't from planets but from gods. THe Picture Magic/Digio code name for exemple is Janus.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/31/11 03:58 AM

Less nitpicking Sega naming conventions, more Sega emulator screens or I lock the thread :P
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 05/31/11 08:53 AM





Sonic Extreme Prototype (works)
Posted By: k1w1

Re: The Sega Satan WIP/screenshot thread - 05/31/11 10:54 AM

I have a Darkwater dump of a Saturn disk. There are 3 files BIN, CUE & TOC.

I have created CHD's in the past for other systems with BIN & CUE files but am unsure whether or how to use the TOC file.

Do i use the TOC or the CUE with chdman or both somehow? They both appear to contain slightly different information about disc structure.

k1w1
Posted By: Anna Wu

Re: The Sega Satan WIP/screenshot thread - 05/31/11 10:58 AM

Originally Posted By k1w1
I have a Darkwater dump of a Saturn disk. There are 3 files BIN, CUE & TOC.

I have created CHD's in the past for other systems with BIN & CUE files but am unsure whether or how to use the TOC file.

Do i use the TOC or the CUE with chdman or both somehow?

k1w1


toc or cue, not both
Posted By: k1w1

Re: The Sega Satan WIP/screenshot thread - 05/31/11 11:01 AM

Thanks Anna Wu.

k1w1
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/31/11 12:12 PM

For the Saturn dumps I've seen in the wild with both, the .toc file is NOT a cdrdao .toc, it's some text listing. So you'd use the .cue to create the CHD.
Posted By: RColtrane

Re: The Sega Satan WIP/screenshot thread - 05/31/11 02:31 PM

The "REAL SATAN" here is the Atari Jaguar system, because of its 'near-to-impossible' emulation!!! But I still hope that the Jag driver receive the same 'boost' as the Saturn did. I'll never lose my faith in you guys!!!
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/31/11 02:35 PM

I'm sorry, what about this thread or my previous warning about off-topicness said it was a good idea to beg for other systems to be emulated? smile
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 05/31/11 03:32 PM

Tenant Wars Hibaihin (Jap) Passes the Sega screens and then hangs on a black screen going at 5%
Posted By: RColtrane

Re: The Sega Satan WIP/screenshot thread - 05/31/11 04:21 PM

Originally Posted By R. Belmont
I'm sorry, what about this thread or my previous warning about off-topicness said it was a good idea to beg for other systems to be emulated? smile


Err... sorry : whistle I ain't going to do that again, I promise!!!

Now returning to the topic: I've deleted my old ini/cfg/nv files and now I could select a character at the Battle Monsters selection screen. But after the 3rd fight, the screen became black and nothing else happenned. But the graphics/sound/playability are just fine.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 05/31/11 06:47 PM

Originally Posted By Kaylee
Tenant Wars Hibaihin (Jap) Passes the Sega screens and then hangs on a black screen going at 5%


Going at 5% usually means that the program jumped to an invalid address (usually 0x0000000 -> 0xe0000000). Presumably a missed CD-Rom transfer.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/31/11 06:53 PM

Some games hit a bunch of unmapped addresses in the CD block region, which causes slowdowns too.

But yeah, both Cotton Boomerang (J) and Assault Suits Leynos 2 (J) fairly quickly jump to 0 and all hell breaks loose. Of course, the former being a Success game it's doing funny delay-slot PR modifications (though it dies identically on the interpreter so something else may be up).
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 05/31/11 08:04 PM

Originally Posted By Darkstar
With the slower CD speed, Neon Genesis Evangelion actually gets as far as this cute little "please wait"-screen:


After that: black screen

-Darkstar


With current SVN (rev.11751) it spits out this after the screen goes black:
Code:
fad mode
fad mode
000011ff 0000ffff 00000000 00000000
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
fad mode
000011ff 0000ffff 00000000 00000000
fad mode
000011ff 0000ffff 00000000 00000000
fad mode
000011ff 0000ffff 00000000 00000000
fad mode
000011ff 0000ffff 00000000 00000000
fad mode
fad mode

is that the game trying to play redbook audio from the CD?

-Darkstar
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 05/31/11 08:08 PM

Nope. Fad mode is normally how data files are addressed.
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 05/31/11 11:48 PM

Sega Rally Championship (USA)



Get's to here and then it gives a white screen and hangs
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/01/11 12:06 AM

000011ff 0000ffff 00000000 00000000 <- I think this one is the command to make the CD to pause anyway.
Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/01/11 12:28 PM

Awesome, finally full Saturn emulation may actually become a reality. Thanks for your work guys!

Did some quick tests and here are some that showed something:

Tryrush Deppy (JAP) - Loads fine to title but hangs when loading level



Princess Crown (JAP) - Loads fine and displays perfectly but locks up midway through intro sequence




Popoitto Hebereke (JAP) - Loads to title but show graphic bugs and then locks up



Again, so happy to see you guys working on Saturn emulation. I'm sure it's a b*tch getting it to work properly but I hope you guys find it an interesting enough system to keep working on it.

Posted By: RColtrane

Re: The Sega Satan WIP/screenshot thread - 06/01/11 01:28 PM

Just a doubt here: Are saturn / saturnjp having the same updates? I mean, Are they supposed to have the same behavior or the saturnjp is less improved compared to saturn?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/01/11 01:55 PM

Yes, they have the same updates. It just happens that a lot more Saturn games were made in Japan than in the US and PAL regions (Saturn in particular in Japan was "the shmup machine" of that generation so it was still popular there after it had died in the West).
Posted By: byuu

Re: The Sega Satan WIP/screenshot thread - 06/01/11 09:48 PM

Originally Posted By Darkstar
So what is this "Morning Viking" thing? smile


A smorgasbord breakfast.

For me the toughest are the non-English loan words. Eg Arubaito = apprentice (German.) Anketto = survery (don't recall loan language.)
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 06/01/11 09:55 PM

Originally Posted By byuu
Anketto = survery (don't recall loan language.)


Probably french enquête
Posted By: max holz

Re: The Sega Satan WIP/screenshot thread - 06/03/11 01:35 PM

I have compiled the revision 11793 and tried to launch Saturn Japan both from the UI and from command line but the resault is the same the program stays in black screen and I must kill the process with task manager
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 06/03/11 01:51 PM

Seems so.



Posted By: Dr.Zer0

Re: The Sega Satan WIP/screenshot thread - 06/03/11 01:54 PM

Same Problem here:

Mac OS X SL
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/03/11 02:00 PM

Yes, it's still broken. We can't fix it until Olivier fixes it on the MAME side.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/04/11 01:41 AM

I want to play...

Fire Pro Wrestling, 6 Man Scramble...stops at the Sega screen fad mode. Is that indicative of a bad rip, or is that the emulation?




A few other questions...I get an invalid bios error, but obviously it does run. So, do I have the wrong bios or not?

Also, at full screen, it runs at 16%. Windowed it runs at 52%...is that expected?

Hoping to get my hands on a bunch of other games to try this weekend. Lent them to my brother years ago...
Posted By: judge

Re: The Sega Satan WIP/screenshot thread - 06/04/11 06:49 AM

There's probably a bios/default bios setting in your .ini file that is causing the invalid bios message.

If the setting is set to 'default' change it to '0'.
Posted By: Duke

Re: The Sega Satan WIP/screenshot thread - 06/04/11 08:55 AM

For the windows/fullscreen speed difference, make sure you run with -video opengl.
Posted By: max holz

Re: The Sega Satan WIP/screenshot thread - 06/04/11 09:52 AM

I have tried Radiant Silvergun Japan, the graphic emulation hangs after the intro when you start to shoot but music and voice effects are still played fine.
Posted By: max holz

Re: The Sega Satan WIP/screenshot thread - 06/04/11 12:24 PM

For me it's a problem of input; when I try to shoot or move the spaceship the game hangs.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/04/11 06:26 PM

Chase HQ + SCI

This one is weird, if you wait too much in the briefing gfxs gets screwed (!). Gameplay in SCI is incredibly fast as well.







Clockwork Knight 2

Needs SLEEP opcode implemented in the core (it's already inside the SH-4), Arbee?

Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 06/05/11 05:16 PM

Originally Posted By Kale
Clockwork Knight 2

Needs SLEEP opcode implemented in the core (it's already inside the SH-4), Arbee?


According to Arbee (from the shoutbox, few days ago), the STV bios uses the same opcode, so it should be implemented to some extent
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/05/11 08:40 PM

WIP code, removed a pointless hack (still doesn't work because it tries to read from an out of bounds DIR):















Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/06/11 12:30 AM

Originally Posted By etabeta78
Originally Posted By Kale
Clockwork Knight 2

Needs SLEEP opcode implemented in the core (it's already inside the SH-4), Arbee?


According to Arbee (from the shoutbox, few days ago), the STV bios uses the same opcode, so it should be implemented to some extent


Yup. If there's a CPU interrupt being triggered during a SLEEP opcode and execution doesn't continue, that's my problem. Do we know that that happens?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/06/11 02:14 PM

vblank-in and vblank-out irqs are active in Clockwork Knight 1/2, so ...
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/06/11 02:14 PM

Might be masked in the CPU status though. I'll try and find an image of CK and take a look - is it the US NTSC version?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/06/11 02:16 PM

I have CK 1 JP and CK 2 US atm
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/06/11 10:11 PM

Darius 2 (PAL version)





Starting from stage 2 it starts to NOT do DMA transfers, usual bug for this system ...
Posted By: mahlemiut

Re: The Sega Satan WIP/screenshot thread - 06/06/11 11:55 PM

Wakuwaku Monster (E)

Perfectly playable, but sound effects are very scratchy at times.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/07/11 02:57 AM

Clockwork Knight US NTSC hits SLEEP and no IRQs are triggered. The only calls to sh2_set_irq_line at that point are CLEAR_LINE on IRQ 13, which on Saturn is the VDP1 finish drawing interrupt. So I would submit the SH-2 core is not the problem smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/07/11 10:53 PM

Fixed a nasty bug with audio tracks that were incorrectly decoded as data, this should fix "a bunch" of game issues, namely Chase HQ + SCI garbage & level 2, Ramsie (Dezaemon 2 built-in shooter) gfxs and Advanced VG booting.











(and yes, latter uses rasters for the floor, annoyingly enough)

EDIT: Phantasy Star Collection boots too, but then episode two dies with fancy colors and a lovely CD buffer is empty msg, grrr ...




Posted By: Dr.Zer0

Re: The Sega Satan WIP/screenshot thread - 06/08/11 12:07 AM

I'm doing some test myself, the only game I found working was VF2 but before last SVN, that broke it again... frown
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/08/11 12:50 AM

Deep Fear tripped unemulated command 0x54, hooking it up makes it to reach the title screen (crashes at the now loading screen tho)



EDIT: this night I'm in a roll



Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 06/08/11 05:01 AM

Originally Posted By Kaylee
Konami Antiques - MSX Collection (J) Loads the Konami logo then suddenly it drops to 7% (does up to 230% just before it) and stops there.

With Kale's latest fixes it gets this far:

But Seems the controls is down as none of the games I have that gets to the Press Start screen accept input
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 06/08/11 05:25 AM

Sexy Parodius now plays the intro


crashes when starting a game...
Posted By: LordFlux

Re: The Sega Satan WIP/screenshot thread - 06/08/11 06:12 AM

Golden Axe: The Duel loops the demo without issue. The options menu works and it appears that all of the audio tracks play perfectly. When the game is started, it freezes at a black screen.

Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/08/11 04:53 PM

Did a fresh checkout and some tests:

Dragon Force II JAP - Seems to do fine until it ends in a blue screen of death





Nanatsu no Hikan JAP - Some graphical errors, finally freezes during game intro sequence




Jikkyou Oshaberi Parodius JAP - Displays an evil jedi mind trick...
Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/08/11 04:59 PM

Princess Crown JAP - Gets past the in game intro and into the game proper this time, locks up in training battle





Thor Seireioukiden JAP - Loads fine to title, controls unresponsive and then it goes black (fmv?)


Thanks for your hard work guys!
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/10/11 01:12 AM

Fatal Fury 3 needs some fixes with VDP1 CEF bit and a weird framebuffer r/w at 0x5cbfff0 ...



Posted By: mahlemiut

Re: The Sega Satan WIP/screenshot thread - 06/10/11 04:06 AM

Feda Remake no longer starts at all with this change... frown
Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 06/10/11 04:23 AM

Guardian Heroes (J) and (E) still get stuck after sega logo.
Sonic 3D (U) gets stuck after sega logo, black screen.
Nights (U) slows down to 10% (i7-2720qm) and displays a green line right after the sega logo.
All dumps are redump.org ones.
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 06/10/11 07:27 AM

Duke Nukem 3D (E) Now goes in-game. but graphics is screwed.
RPG:

Handgun:


EDIT: Sega Rally Championship (USA) boots to here now:

Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/11/11 02:51 AM

Not much luck. Bomberman (J) and SF Zero 2 freeze at the Sega Logo. I tried to rip Bust A Move, but it seems like I can't rip that properly. The best I've seen so far is from Manx TT (J), and it is just trying to load the Sega Sports logo. You may have to look close - depending on my angle, it looks like a blank screen sometimes.

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/11/11 01:37 PM

Uhm, undocumented command 0x26? That's very interesting tbh ...
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/11/11 05:53 PM

I'm glad it's helping, even if just a little bit. I've not had much luck here with my pile of games. I have 6 more to test out.

SF: The Movie (J) and Marvel Superheroes (J) both crash after the Sega logo.

I'll pull the latest SVN and retest Manxx TT if you think it will help? I'm running the build from this past Thursday at the moment.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/11/11 06:36 PM

Got a similar note running the Last Bronx "Special Disc" (J).

...
CD: command exec bc0 600 00 00 00 (stat 4300)
CD: command exec b40 6200 00 00 02 (stat 0300)
CD: command exec bd0 5000 00 00 00 (stat 0100)
CD: command exec b92 5200 00 00 03 (stat 0100)
CD: command exec bd2 5300 00 00 00 (stat 0100)
CD: command exec b52 6100 00 00 03 (stat 0100)
CD: command exec bd0 600 00 00 00 (stat 4100)
CD: command exec b50 6200 00 00 03 (stat 0100)
CD: command exec b92 4800 00 00 00 (stat 0100)
CD: command exec f92 4401 00 00 00 (stat 0100)
CD: command exec f92 4200 00 00 00 (stat 0100)
CD: command exec f92 4603 ff 00 00 (stat 0100)
CD: command exec b92 4800 00 00 00 (stat 0100)
cpu maincpu (PC=000009BF) SMPC: undocumented Command 04


(FYI, Last Bronx Arcade disc crashes at the Sega Logo).
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/12/11 11:22 PM

Fixed a bug with SMPC pad, allows The Coveni to reach the title screen:

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/12/11 11:57 PM

Fixed pad 2 hook-up, should improve a bunch of input bugs:

Bubble Symphony



Metal Slug now shows the proper Combat School screen (still crashes at first mid-boss)



Originally Posted By RColtrane

In saturn:
Battle Monsters(U) - Runs fine, accepts the start button to enter the selection screen but the console keys doesn't seem to work so I couldn't pick the character to play (see screenshot):



This somewhat works now (VDP1 bugs galore!):



EDIT: preliminary command 0x48 allows Bubble Bobble to show the title screen:



EDIT2: Rainbow Islands shows proper attract mode (inputs doesn't work tho). Additionally Falcom Classics now starts to boot without kludges (and actually reached gameplay in Xanadu in like one time out of various attempts)



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/13/11 01:55 AM

Time Bokan is alive with latest laugh











EDIT: bonus points for who gets what game is the following snap ...


Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 06/13/11 05:20 AM

Sexy Parodius now comes as far as the select screen:


while displaying: VDP1 sprite list illegal.
Then it freezes.
Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/13/11 06:14 AM

Originally Posted By Kale

EDIT: bonus points for who gets what game is the following snap ...

Hmmm.. I'm guessing Burning Rangers or Nights into Dreams... I'll go for Nights into Dreams (so obviously it's Burning Rangers wink )

Great seeing Time Bokan up and running, love that shooter! Time for a new checkout methinks, great work Kale!
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 06/13/11 07:02 AM

Originally Posted By Kaylee
Originally Posted By Kaylee
Konami Antiques - MSX Collection (J) Loads the Konami logo then suddenly it drops to 7% (does up to 230% just before it) and stops there.

With Kale's latest fixes it gets this far:

But Seems the controls is down as none of the games I have that gets to the Press Start screen accept input

With the Latest SVN updates it no longer get's that far. It crashes no after the Sega Logo
Code:
CD: command exec bd2 1000 201 00 201 (stat 0100)
track mode 2
CD: command exec fd2 1100 00 00 00 (stat 0100)

-----------------------------------------------------
Exception at EIP=0178DD81 (cosmicos_state::~cosmicos_state()+0x00dd): ACCESS VIO
LATION
While attempting to read memory at 045B21C8
-----------------------------------------------------
EAX=00000014 EBX=0023F118 ECX=000037C8 EDX=045AE9F8
ESI=00001100 EDI=05541A60 EBP=000006A9 ESP=0023EE5C
-----------------------------------------------------
Stack crawl:
  000006A9: 0178DD81 (cosmicos_state::~cosmicos_state()+0x00dd)



Mortal Kombat II says I should Contact the MameDevs as The Sprite list is wrong (VDP1)

Both the Story of Thor 2 (EU) & World Series Baseball (USA) Reaches The Start screen, but doesn't accept controller input
Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/13/11 07:13 AM

Tryrush Deppy JAP - Seems to be fully working with the latest changes, awesome work Kale!






Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/13/11 07:16 AM

Terra Phantastica JAP - Seems to be fully working




Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 06/13/11 08:08 AM

Originally Posted By Xor
Originally Posted By Kale

EDIT: bonus points for who gets what game is the following snap ...

Hmmm.. I'm guessing Burning Rangers or Nights into Dreams... I'll go for Nights into Dreams (so obviously it's Burning Rangers wink )

Probably, since Nights still shows only the green line for me.
Posted By: Curt Coder

Re: The Sega Satan WIP/screenshot thread - 06/13/11 02:38 PM

Originally Posted By Kaylee
Exception at EIP=0178DD81 (cosmicos_state::~cosmicos_state()+0x00dd): ACCESS VIO
LATION


Whoa, that stack trace is messed up. Sega Satan has nothing to do with Cosmicos (CDP1802 single board computer).
Posted By: Tafoid

Re: The Sega Satan WIP/screenshot thread - 06/13/11 03:42 PM

Originally Posted By Curt Coder
Originally Posted By Kaylee
Exception at EIP=0178DD81 (cosmicos_state::~cosmicos_state()+0x00dd): ACCESS VIO
LATION


Whoa, that stack trace is messed up. Sega Satan has nothing to do with Cosmicos (CDP1802 single board computer).


Yeah. I'd assume it's a simply fact that he has a .sym file in the same folder, but not a corresponding build to match it so it's not accurate.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/13/11 03:49 PM

US Marvel Super Heroes crashes in the stvcd.c stuff for reasons I haven't tracked down yet (it apparently read 2 sectors into the buffer, but the data pointers are null). This may be similar.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/13/11 04:26 PM

Originally Posted By Xor
Originally Posted By Kale

EDIT: bonus points for who gets what game is the following snap ...

Hmmm.. I'm guessing Burning Rangers or Nights into Dreams... I'll go for Nights into Dreams (so obviously it's Burning Rangers wink )

Great seeing Time Bokan up and running, love that shooter! Time for a new checkout methinks, great work Kale!


And infact the winner is Burning Rangers :P
Doesn't work past that spot, unfortunately.

As for the VDP1 sprite list illegal stuff, I already know what to do*, just needed some test cases (and hopefully they would fix the sprite problems in at least MK2, pretty unlikely it would do anything more for Sexy Parodius).

*For devs: basically there are four read-only regs, two of them returns the offset where the last successful end command is triggered AND another one on where the last INVALID command fired. If VDP1 isn't a CPU it's really a fucked up state machine --"
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/13/11 11:58 PM

Latest SVN starts to show some life over here, which is nice. I was starting to think my rips were bad smile

Street Fighter: The Movie (J)




Xmen Vs Street Fighter (J)



Seems like the same message to me, but I can't read it. I tried to press buttons to advance, but didn't have any luck.

I have some other games that I can't seem to rip properly. SF Zero 2, BustaMove 2, Virtua On, UMK3, Die Hard, Dark Savior & Bomberman all give me various errors. Is there anything special I should try? I tried 2 different cd-roms to rip, but neither worked. I'd like to add them to my list of games to check...

For the record, Fire Pro Wrestling, Last Bronx, Virtua Cop 1 & 2 all stop at the Sega logo. Manxx TT, Last Bronx (Special Disc), Nights, Marvel Superheros seem to work beyond the Sega logo, but never show anything. And Virtua Fighter 2 works beyond the Sega logo, but eventually fails in a segmentation fault...?

Thanks.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/14/11 12:10 AM

Originally Posted By Kale
Originally Posted By Xor
Originally Posted By Kale

EDIT: bonus points for who gets what game is the following snap ...

Hmmm.. I'm guessing Burning Rangers or Nights into Dreams... I'll go for Nights into Dreams (so obviously it's Burning Rangers wink )

Great seeing Time Bokan up and running, love that shooter! Time for a new checkout methinks, great work Kale!


And infact the winner is Burning Rangers :P
Doesn't work past that spot, unfortunately.

As for the VDP1 sprite list illegal stuff, I already know what to do*, just needed some test cases (and hopefully they would fix the sprite problems in at least MK2, pretty unlikely it would do anything more for Sexy Parodius).

*For devs: basically there are four read-only regs, two of them returns the offset where the last successful end command is triggered AND another one on where the last INVALID command fired. If VDP1 isn't a CPU it's really a fucked up state machine --"


Actually my initial theory was wrong ... it actually uses the SCU DMA Start factor thing (mode 0) ...





Posted By: nZero

Re: The Sega Satan WIP/screenshot thread - 06/14/11 01:59 AM

Originally Posted By yugffuts


Notice

Console RAM (Cartridge RAM) backup preparation couldn't be performed (not formatted)

Erase all records on the Sega Saturn console savedata management screen (please format)

Press any button to advance to the multiplayer screen
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/14/11 02:09 AM

Elevator Action Returns

VDP1 corruption bugs from place to place, and briefing screen zooming is ugly fugly, but otherwise playable.



Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 06/14/11 07:10 AM

Sega Rally (USA)



after this it crashes:
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/14/11 11:18 AM

Quote:
Notice

Console RAM (Cartridge RAM) backup preparation couldn't be performed (not formatted)

Erase all records on the Sega Saturn console savedata management screen (please format)

Press any button to advance to the multiplayer screen


Is this something I can resolve (Clearing NV, enbling some option)? Or is this something that is not yet emulated?

thanks
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/14/11 12:29 PM

You never owned a real Saturn, right? Anyway, you must "format" the internal RAM before it can be saved to, which is what this message is talking about. You do that by booting without a disc and going into the system utilities.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/14/11 12:43 PM

Actually, I had a (modded) Saturn in college. Still in my attic, actually. I just haven't turned it on in 10 years. I vageuly remember seeing this screen before, but I thought it had to do with a top-loaded RAM Cartridge for some reason.

Like these:



I'll give the format a shot tonight & see what happens. Thanks.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/14/11 12:44 PM

yeah, the SegaCD is the same, although it's a bit annoying if you don't know your way around the Japanese menus (and being region locked, you have no choice if you want to run JPN stuff), might be handy to just have a preformatted default.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/14/11 01:08 PM

The Japanese Saturn can be set to English menus, so it's not quite as bad smile
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/14/11 06:46 PM

1 and 2 are ROM carts, the rest are RAM carts, while that message is about Backup RAM cart, so this picture is completely unrelated.
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 06/14/11 07:06 PM

Sexy parodius no longer shows the selection screen (r11945) and dodonpachi has stopped displaying anything since a few releases back.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/14/11 07:06 PM

ROM carts? what's in them, and are they dumped?
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/14/11 08:55 PM

Originally Posted By Haze
ROM carts? what's in them, and are they dumped?

There are 3 official ones - KoF 95 (E), Kof 95 (J) (shown on the picture as 2) and Ultraman (1). KoF 95 (E) is dumped, there were even WIP shots from yabause (the only emu, which supports them; SSF, for example, doesn't). "what's in them" -- sprites for faster access (these are the earliest games, latter ones used RAM carts instead).

There's also a number of "own" backup carts for certain games, I wonder, whether they are initially empty or not. For example, all the Tamagotchi ports (FM-Towns, Pippin, etc.) had a key floppy, most likely to limit a number of allowed deaths of your pet (like in original handheld). Saturn one comes with a cart, so it can be possibly used for the same purpose, a sealed one should be bought and investigated.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/14/11 09:25 PM

Sounds like the others should be dumped then. I think MESS could be a good showcase to support these. As long as the base Saturn emulation is good enough I imagine they'll just slot right in.

The software list support might need work tho, once again it becomes incredibly illogical for an end user to expect to have to specify a cart and a cd, just to run a game with no kind of dependency check to warn them that they're doing it wrong if they forget one.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/14/11 10:18 PM

Each Saturn title has a header, all the devices are listed there, ROM and RAM carts (if needed) as well.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/14/11 10:34 PM

Yeah, we're not going to use some platform-specific header that may not have been filled out properly anyway. We need some way to specify in the software lists that two items on two different devices need to be loaded. qmc2 would then do the right thing automatically. I despair of ever getting etabeta to make the commandline do the right thing though.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/14/11 11:41 PM

OK, cleared the memory, and now I get this for XM Vs SF. It freezes at this screen.



Street Fighter the Movie just shows a black screen after the Sega logo, though.
Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 06/15/11 08:50 AM

for software list this is not a problem at all: you put in the list entries including chd+rom+ram or whatever and you setup the driver to handle it

+ you use the compatibility <sharedfeat> to output a message at loading if you load a game without the correct components

what cannot be done is the reduction from

mess saturn -cart foo -cdrom foo

to mess saturn -cdrom foo, with mess auto-filling up the cartslot for you... not to mention that having that would prevent people to load the game with the cd only (which should be possible, even if slower, if it was possible on the real system)
Posted By: solstar82

Re: The Sega Satan WIP/screenshot thread - 06/15/11 10:07 AM

Sonic council (jp)

tried on saturn jp,works perfectly but only if yo uselect vs mode.training mode or story mode shows a black screen than freeze



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Uploaded with ImageShack.us

Posted By: solstar82

Re: The Sega Satan WIP/screenshot thread - 06/15/11 10:28 AM

NighTS Into dreams (pal) and fighter megamix (pal) hangs on saturn pal right after the sega logo and doesn't even start on saturn jp and usa.i would liek to try this cd hz change thingy but i don't know here i can find it
Posted By: solstar82

Re: The Sega Satan WIP/screenshot thread - 06/15/11 10:43 AM

Ninku (j) only shows the first 5 seconds of the intro,then hangs up to a white screen



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Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/15/11 11:29 PM

The King of Fighters '96

Works (without the ROM cart???), don't understand why some animations have missing sprites tho (related?)



Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 06/16/11 07:50 AM

Independence Day (USA) Boots but "crashes" after the Sega logo

VR Soccer (USA) get's to here and Hangs




Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/16/11 11:25 PM

I got an error running Last Bronx Special Disk. This is new to this game.

This is the output running MESS normally:

CD: command exec bd2 5300 00 00 00 (stat 0100)
CD: command exec b52 6100 00 00 03 (stat 0100)
CD: command exec bd0 600 00 00 00 (stat 4100)
CD: command exec b50 6200 00 00 03 (stat 0100)
CD: command exec b92 4800 00 00 00 (stat 0100)
CD: command exec f92 4401 00 00 00 (stat 0100)
CD: command exec f92 4200 00 00 00 (stat 0100)
CD: command exec f92 4603 ff 00 00 (stat 0100)
CD: command exec b92 4800 00 00 00 (stat 0100)
cpu maincpu (PC=000009BF) SMPC: undocumented Command 04

And this is the output when I run with -verbose.

CD: command exec fd2 5300 00 00 00 (stat 0100)
CD: command exec b52 6100 00 00 01 (stat 0100)
CD: command exec bd0 600 00 00 00 (stat 4100)
CD: command exec b50 6200 00 00 01 (stat 0100)
CD: command exec b92 4800 00 00 00 (stat 0100)
GL texture: copy 0, shader 0, dynamic 0, 320x224 320x224 [RGB15, Equal: 1, Palette: 0,
scale 1x1, border 0, pitch 912,320/4096], colors: 6144, bytes/pix 2
GL texture: copy 0, shader 0, dynamic 0, 320x224 320x224 [RGB15, Equal: 1, Palette: 0,
scale 1x1, border 0, pitch 912,320/4096], colors: 6144, bytes/pix 2
Segmentation fault


I have no idea if this information is useful...?
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/17/11 12:02 AM

I got this screen running the USA version of NIGHTS on the japan Saturn driver.



I cleared the memory, and then it booted to a black screen for this game. Shouldn't it boot into the main system menu with the invalid disc screen since its the wrong region? Other US games behave this way when loaded in the Japanese driver...

For completeness sake, this still boots to a green line in the US driver.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/17/11 12:09 AM

Saved the best for last...













This seems to run fine. I played through a few fights, no crippling errors. Some (minor) graphic issues, but definitely playable, even if my laptop is way too slow smile
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/17/11 03:31 AM

Originally Posted By Kale
The King of Fighters '96

Works (without the ROM cart???), don't understand why some animations have missing sprites tho (related?)

Of course, it works without the ROM cart, it's not King of Fighters '95 and not Ultraman (only 2 titles used those, Kof 95 was in 2 regions, so 3 ROM carts in total, not counting AR and diagnostic ones) smile Btw, it uses 1MB RAM cart, but unplayble glitchy on original hw with 4MB RAM cart, same for all SNK 1MB titles. Different mapping, iirc, don't remember clearly (also emulated in ssf).
Posted By: solstar82

Re: The Sega Satan WIP/screenshot thread - 06/17/11 11:07 AM

Originally Posted By yugffuts
I got this screen running the USA version of NIGHTS on the japan Saturn driver.



I cleared the memory, and then it booted to a black screen for this game. Shouldn't it boot into the main system menu with the invalid disc screen since its the wrong region? Other US games behave this way when loaded in the Japanese driver...

For completeness sake, this still boots to a green line in the US driver.


confirmed the green line on USA saturn and also on PAL
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/17/11 12:14 PM

Originally Posted By F1ReB4LL
Originally Posted By Kale
The King of Fighters '96

Works (without the ROM cart???), don't understand why some animations have missing sprites tho (related?)

Of course, it works without the ROM cart, it's not King of Fighters '95 and not Ultraman (only 2 titles used those, Kof 95 was in 2 regions, so 3 ROM carts in total, not counting AR and diagnostic ones) smile Btw, it uses 1MB RAM cart, but unplayble glitchy on original hw with 4MB RAM cart, same for all SNK 1MB titles. Different mapping, iirc, don't remember clearly (also emulated in ssf).


Ok, good to know, 8Mbit RAM cart are emulated via Driver Configuration options, fwiw.

EDIT: And indeed both games works properly with that RAM cart.
Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/17/11 10:09 PM

For me (rev 11976), Ninku went past intro and to title screen and also shows demonstration fights. However if I start the game it gets stuck on (presumably) the character select screen. This is not from a proper dump though so this could very well not be a problem with emulation.



Shinsetsu Samurai Spirits Bushido Retsuden JAP - Seems to be fully working with one strange caveat - if you let the game run through the intro sequence twice the game freezes.




Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/17/11 10:12 PM

Fuunsaiki Suiko Enbu Act II JAP - Seems to be fully working


Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/18/11 02:59 AM

A few more show signs of life after ripping those games that were problematic.

Die Hard Arcade (USA) boots and goes through the attract mode. I can't start the game, though. Input issues?



Bomberman (J) boots now, but freezes at this screen of I don't do anything. It goes through the original Hudson screen, and takes a long time showing a black screen before getting to this smile



However, if I hit Start at that screen quickly, I get to proceed for a bit. Start screen, then select game type (Normal mode freezes as soon as it is selected). Title is washed out due to bad timing off the screenshot.



Battle mode lets you get a bit further, but seems to freeze just before the fun begins.

Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 06/18/11 07:24 AM

out of curiosity: is there any reasons why you don't simply take screenshots with F12?
Posted By: solstar82

Re: The Sega Satan WIP/screenshot thread - 06/18/11 10:30 AM

for NINKU:yes i confirm what Xor confirm for ninku,it freeze at the character selection screen with the latest rel

also,with the latest rC fighter megamix works on pal system with some minor graphic glitches.



Uploaded with ImageShack.us



Uploaded with ImageShack.us



Uploaded with ImageShack.us

i always played this game on the SFF emulator.and i thought that the polygons looked so bad because of the emu itself.but no...they just look crap anyway frown
Posted By: solstar82

Re: The Sega Satan WIP/screenshot thread - 06/18/11 11:12 AM

Zero divide:the final conflict(J)hangs out just right after the intro.if someone can tell me how to change the hz for he cd drive,i'll try some more
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/18/11 12:06 PM

Haha, not really. The first few I wanted to get the mess window and the output, so I used print screen. Guess I forgot about F12 from there.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/18/11 12:33 PM

Originally Posted By solstar82

i always played this game on the SFF emulator.and i thought that the polygons looked so bad because of the emu itself.but no...they just look crap anyway frown


Game is a lot better on the Sega Saturn, being an updated version of the VF2 engine. That means that yes, the video emulation is quite choky there ...
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/18/11 04:45 PM

Bubble Symphony is weird, it started hanging at some point without a real reason.

Anyway, fixing some bugs with indirect mode DMA and some games started to boot too:

Bulk Slash

ROZ is horrible, but it looks otherwise playable





Akumajou Dracula X

Hangs randomly and when you beat Dracula with Richter, otherwise playable (I've did a save with Maria but it looks corrupt tho?)



Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/18/11 08:00 PM

Bug Too! Motto Motto Jump Shite, Fundzukechatte, Pecchanko (Japan/GS-9128/1.000/Rev0) -- Goes into Saturn CD Player without error messages (Start Application button is available there, but when you press it - it returns there again).
Croc - Pau Pau Island (Japan/T-26410G/V1.002/Rev0) -- shows 2 garbled logos and freezes:


Mortal Kombat II Kanzenban (Japan/T-8107G/V1.000/Rev0) -- Controls don't work, black screen after Johny Cage data screen (but it shows some ingame demo before it):





Primal Rage (Japan/T-18614G/V1.300/Rev0) -- Black screen
Spot Goes to Hollywood (Japan/T-7014G/V1.000/Rev0) -- Black screen
WipeOut (Japan/T-18603G/V3.900/Rev0) -- Shows the screen with copyrights, then the emulator itself freezes (need to kill the task):
Posted By: Anna Wu

Re: The Sega Satan WIP/screenshot thread - 06/18/11 08:08 PM

Wow, I see some progress with Akumajou Dracula X. smile
Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/18/11 08:30 PM

Originally Posted By Anna Wu
Wow, I see some progress with Akumajou Dracula X. smile

Heh, yeah that's great, but at the same time I fear that if Akumajou Dracula starts working perfectly then the mess devs will lose interest in furthering the Saturn driver wink
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/18/11 08:49 PM

Manx TT (J) coming to life. It boots, and I played through the first race.









Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 06/18/11 08:53 PM

Latest updates brings Dodonpachi (japan) a little further:

Hard to make out but it freezes at the "Press start button" screen
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/18/11 10:26 PM

This thread is for screenshots of success with the Saturn driver. Anything else, including lists of games which do not work, is off topic. The CD block emulation is not yet unbroken enough to offer any support, so while you're free to post failures on another thread, it's not yet necessary.

Thank you for helping me not have to move posts to another thread, the UI for that really blows with this software.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/18/11 10:30 PM

Originally Posted By R. Belmont
This thread is for screenshots of success with the Saturn driver. Anything else, including lists of games which do not work, is off topic.

Thank you for helping me not have to move posts to another thread, the UI for that really blows with this software.


Isn't having a record of what *doesn't* work just as important as what does? It becomes more obvious when a fix actually fixes something, most of the screenshots are showing things which basically don't work properly yet anyway..
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/18/11 10:33 PM

I am not banning lists of failures, simply noting that they are so common as to not yet be useful. Also, as implied by that last sentence, I have moved those reports to a separate thread.
Posted By: LordFlux

Re: The Sega Satan WIP/screenshot thread - 06/19/11 03:36 AM

NHL 97 now works. Redbook audio plays fine during menu, but there doesn't appear to be any other sounds.

Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 06/19/11 10:06 AM

Originally Posted By F1ReB4LL
Of course, it works without the ROM cart, it's not King of Fighters '95 and not Ultraman (only 2 titles used those, Kof 95 was in 2 regions, so 3 ROM carts in total, not counting AR and diagnostic ones) smile Btw, it uses 1MB RAM cart, but unplayble glitchy on original hw with 4MB RAM cart, same for all SNK 1MB titles. Different mapping, iirc, don't remember clearly (also emulated in ssf).


KOF95 uses the same rom cart for both regions. It's dumped and released, so it's just a question of Mess having cart support. AR carts are also dumped, in fact there are something like 4 or 5 different dumps, some from the carts, some from the firmware updates released by Datel or whoever.

Most SNK games run fine with the 4mb ram cart, only a select few have bugs with them (mostly the Fatal Fury titles). It's only something around 5 games.

Originally Posted By Kale
Originally Posted By solstar82

i always played this game on the SFF emulator.and i thought that the polygons looked so bad because of the emu itself.but no...they just look crap anyway frown


Game is a lot better on the Sega Saturn, being an updated version of the VF2 engine. That means that yes, the video emulation is quite choky there ...

Actually it looks like that on the real console as well. Megamix uses the Fighting Vipers engine, not VF2, which has significantly lower quality visuals than VF2. Only the backgrounds run in high-resolution for example, the characters themselves are low-res.
(Of course it's possible that Vipers uses an upgraded vf2 engine, but if it's upgraded, it's upgraded to handle the extra features of that game and not visually upgraded)

And the game doesn't do anything spectacular with the vdp1, no blending or background tricks and such, only the high resolution part is special. Even a basic vdp1 implementation can handle that fine. The game does have one peculiar problem though, that it shares with VF2. If you don't get the memory access timing right between the SH2 and the 68k, the game won't have sound.

Originally Posted By R. Belmont
Virtua Fighter 2, which Sega claims to be the most advanced and highest-performance use of the dual CPUs on the Saturn:

For a 1996 game, yeah. But iirc Dead or Alive and Quake both surpassed it (they use both SH2 *and* the scu dsp).
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/19/11 11:45 AM

Go Go Goal

Works fine with the usual blending artifacts. afaik this game is the same or earlier engine as Tecmo World Cup '98 (ST-V only)?





Touryuu Densetsu Elan Doree

Same as ST-V version (AKA fucked video fest) but no protection, so texture are there.





Gale Racer

Priority bug on the gameplay with the HUD, and usual FMV that crashes at some point, otherwise playable.
This conversion is infamously know for its shitty draw distance ("draw distance: behind your eyes" :)).




Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/19/11 07:02 PM

Cleopatra Fortune (Japan/T-1108G/V1.002/Rev0) - Works:



Galaxy Fight - Universal Warriors (Japan/T-1510G/V1.002/Rev0) - No controls, works upto the title screen, then resets and crashes:


Quote:
-----------------------------------------------------
Exception at EIP=7796DECE (not found): STACK OVERFLOW
-----------------------------------------------------
EAX=00000064 EBX=03D20000 ECX=03D27E54 EDX=00000078
ESI=03D20204 EDI=0C1C3C68 EBP=00093044 ESP=00092FD0
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/19/11 07:12 PM

GT24 (Japan/T-5714G/V1.003/Rev0) - Works:

Sakura Taisen: Hanagumi Taisen Columns (Japan/GS-9138/V1.000/Rev0) - Works:

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/19/11 07:22 PM

Please note: stacks without symbols enabled are pratically pointless.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/19/11 07:23 PM

Lode Runner: The Legend Returns (Japan/T-25101G/V1.000/Rev0) - Works:



Lode Runner Extra (Japan/T-25103G/V1.000/Rev0) - Works:



Willy Wombat (Japan/T-14306G/V1.000/Rev0) - Works:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/19/11 07:27 PM

Waku Waku 7 (Japan/T-1515G/V1.000/Rev0) - Works:




World Heroes Perfect (Japan/T-3103G/V1.003/Rev0) - Freezes on the first screen:
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/19/11 09:57 PM

Gals Panic SS (Japan, T-29002G, V1.005, Rev0) -- No controls ingame.



Kururin Pa! (Japan, T-24201G, V1.000, Rev0) -- Freezes in menu.


Shingata Kururin Pa! (Japan, T-24202G, V1.010, Rev0) - Works:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/19/11 10:02 PM

Silhouette Mirage (Japan/T-32901G/V1.003/Rev0) -- Freezes after a few seconds of gaming (and missing layers on a title screen):



Asuka 120% Limited - Burning Fest. Limited (Japan/T-16708G/V1.003/Rev0) -- Works:

Posted By: Sune

Re: The Sega Satan WIP/screenshot thread - 06/20/11 06:07 PM

Radiant Silvergun on MAME now shows some effects and graphics layers in attract mode that weren't visible or working right in earlier versions. It's very impressive, there's a transparent scrolling layer that has a vector graphics look to it and huge zooming/rotating 3D background scenery during a boss battle.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/20/11 07:32 PM

DonPachi (Japan/T-14405G/V1.400/Rev0) -- No controls, black screen after a few seconds


DoDonPachi (Japan/T-14419G/V1.002/Rev0) -- Freezes at the start of the first level (sometimes earlier), requires a very tight synchronization, iirc



Magical Night Dreams Cotton 2 (Japan/T-9904G/V1.001/Rev0) -- Freezes at the start of the first level

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/20/11 07:43 PM

Magical Night Dreams Cotton Boomerang (Japan/T-9906G/V1.001/Rev0) -- Missing layers, invisible enemies, freezes at some point




Chou Jikuu Yousai Macross - Ai Oboete Imasu ka (Japan/T-23403G/V1.000/Rev0) -- Black screen after menu, "attract" works, though (if you don't press any buttons):

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/20/11 07:52 PM

Mizubaku Daibouken (Japan/T-19910G/V1.001/Rev0) -- Works:



Samurai Spirits - Amakusa Kourin (Japan/T-3116G/V1.001/Rev0) -- Works upto ingame, then writes: "VDP1: Sprite List Illegal, contact MAMEdev" and freezes.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/21/11 10:07 PM

Race Drivin' (Japan/T-4802G/V1.000/Rev0) -- No controls, graphic bugs, displays "EWDR set 0000ffff, contact MAMEdev" on Time Warner logo screen.



Gunbird (Japan/T-14402G/V1.01J/Rev0) -- says "EWDR set 00007000, contact MAMEdev", freezes on loading screen.

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/21/11 10:20 PM

Originally Posted By Sune
Radiant Silvergun on MAME now shows some effects and graphics layers in attract mode that weren't visible or working right in earlier versions. It's very impressive, there's a transparent scrolling layer that has a vector graphics look to it and huge zooming/rotating 3D background scenery during a boss battle.


They're not new, they were there last time I tried it 1-2 years ago ;-) No real changes have been made to the video rendering.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/21/11 11:18 PM

Baldyland seems to work?


Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/21/11 11:42 PM

Hang On 95 - dies (returns to dashboard) after track select..





Terra Cresta 3D, dies after this..


Cyber Speedway, plays the intro FMV fine, but then dies after title screen




Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/21/11 11:53 PM

High Velocity - works randomly.. sometimes all the graphics corrupt on the menus, sometimes they don't, sometimes it hangs going into race, sometimes it doesn't, it always seems to crash after a race.








Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/22/11 03:28 AM

Originally Posted By Haze
High Velocity - works randomly.. sometimes all the graphics corrupt on the menus, sometimes they don't, sometimes it hangs going into race, sometimes it doesn't, it always seems to crash after a race.

Most of the titles work like this, I don't even bother to mention, because sometimes it doesn't show even the BIOS animation at all giving the black screen right from the start, so the driver is very unstable.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/22/11 03:29 AM

Strikers 1945 (Japan/T-14407G/V1.01J/Rev0) -- says "EWDR set 00007000, contact MAMEdev", freezes at some point.



Sengoku Blade - Sengoku Ace Episode II (Japan/T-14410G/V1.002/Rev0) -- says "EWDR set 00007000, contact MAMEdev", freezes at some point.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/22/11 03:30 AM

Sega Ages - Columns Arcade Collection (Japan/GS-9161/V1.008/Rev0) -- Columns 97 works, no controls in other 3 titles.






Puzzle Bubble 3 (Japan/T-1109G/V1.002/Rev0) -- Works, some screens are too dark.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/22/11 03:31 AM

Shippuu Mahou Daisakusen - Kingdom Grandprix (Japan/T-18506G/V1.300/Rev0) -- Works, graphic bugs.



Monster Slider (Japan/T-27302G/V1.002/Rev0) -- Freezes.



Snatcher - Cyber Punk Adventure (Japan/T-9508G/V1.000/Rev0) -- Freezes on loading.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/22/11 03:31 AM


Magical Drop 2 (Japan/GS-9104/V1.005/Rev0) -- Works:



Tetris Plus (Japan/T-5708G/V1.004/Rev0) -- Works:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/22/11 03:32 AM

Zoku Gussun Oyoyo (Japan/T-20604G/V1.004/Rev0) -- Works:

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/22/11 12:01 PM

Civilization

Intro FMV dies if left (not as bad as Road Rash tho, which plays frames out of order ;D)
Controls seem too quick. (scrolls around REALLY fast..)
Missing graphic layers in places
Hangs eventually (after the last shot I have here)

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/22/11 12:02 PM

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 02:09 PM

Sega Ages - Disney Collection
Menus work, games can be selected
Games - no controls, sprite lag not present in genesis versions, sound issues, Quackshot sega logo is corrupt after an attract loop.

It seems to loop the very first few samples of each sound repeatedly, IMHO it looks like a sound readback position or busy flag isn't implemented (or is implemented incorrectly) so it's continually trying to restart the sample from 0


Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/23/11 02:35 PM

Nekketsu Oyako (Japan/T-1802G/V1.001/Rev0) -- Works; _sometimes_ the screen fells into disorder after finishing the level (the last 2 screens):






Prikura - Princess Clara Daisakusen (Japan/T-14409G/V1.001/Rev0) -- Works:

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 02:47 PM

Densha de Go!

Initial screens look good, FMV looks like it was filmed during an earthquake, crashes going in game, looks like one of the CPUs dies.

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 02:48 PM

Densha de Go! continued

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 03:01 PM

A few that display things but don't boot..

Pastel Muses - animates the stars on this, then dies


Road Rash - FMV dies in a horrible screaching way


Tetris S - Dies after ths FMV


True Pinball - does a nice zooming 'pleas wait' logo, but never gets anywhere


Tunnel B1, shows this loading screen, never gets anywhere.

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 03:07 PM

Hansha de Spark!
dies during the FMV, which can't be skipped by any button

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/23/11 03:25 PM

Soukyuu Gurentai (Japan/T-10616G/V1.003/Rev0) and (Japan/T-10616G/V2.000/RevA) -- Works; graphic glitches on some layers (see the last 2 screenshots).





Rox 6 (Japan/T-16612G/V1.000/Rev0) -- Works:

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 03:30 PM

Tama - no inputs, some graphical (vdp1?) issues, see floor on intro and TW logo. TW logo seems to be the usual problem of the driver not wanting to render *white* in certain cases for some reason. I've seen it in a few places on other games.

(the image I have is also hacked to EU and has no audio tracks)

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 03:31 PM

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/23/11 03:33 PM

Tokimeki Memorial Taisen Puzzledama (Japan/T-9512G/V1.010/Rev0) -- Unplayable due to invisible layers (the game itself works, according to the sounds, though).



Tokimeki Memorial Taisen Tokkaedama (Japan/T-9524G/V1.000/Rev0) -- Many layers are invisible, graphic glitches, 1st level is playable, 2nd level starts, then writes "VDP1: Sprite List Illegal, contact MAMEdev" and freezes.

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 03:44 PM

Noon - works but reads from VDP register 0x14 repeatedly, you must return 0xffff for it to boot (or at least one bit needs to be set, 0x0000 doesn't work)

see
READ16_HANDLER( saturn_vdp1_regs_r )
{

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 03:58 PM

Doraemon: Nobita to Fukkatsu no Hoshi - works fine apart from the company logo at the start? Seems to be a rather terrible game tho ;-)



Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 04:15 PM

Grid Runner
most ingame VDP1 gfx are corrupt / missing

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/23/11 04:24 PM

Hissatsu! (Japan/T-23402G/V1.003) -- Works:



Ryougae Puzzle Game Moujiya (Japan/T-7010G/V1.002/Rev0) -- Works:

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 04:32 PM

Baroque report - painfully slow when loading (<40%) terrible sound.. but seems to do stuff..


Cat the Ripper..dies going ingame, but worth it for the title screen alone ;-)

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/23/11 04:37 PM

Baroque - dies going ingame (image I Have seems to be hacked to EU too)

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/23/11 09:16 PM

G Vector (Japan/T-30603G/V1.005/Rev0) -- Works; graphic glitches (I'm not sure it should be water on the 3rd screen):



SteamGear Mash (Japan/T-10301G/V1.000/Rev0) -- Works:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/23/11 09:23 PM

The Horde (Japan/T-15902G/V1.000/Rev0) -- Freezes when you try to run the monster hunt.



Paneltia Story - Karen no Daibouken (Japan/T-21510G/V1.002/Rev0) -- Works:

Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 06/24/11 03:56 AM

Wip screenshots galore!! Great work F1reB4ll and Haze!!
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/24/11 02:47 PM

Originally Posted By Haze
Tama - no inputs, some graphical (vdp1?) issues, see floor on intro and TW logo. TW logo seems to be the usual problem of the driver not wanting to render *white* in certain cases for some reason. I've seen it in a few places on other games.


It's a vdp1 bug, a transparent pen issue with it (easiest test case is the initial US Sega Saturn logo)
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/24/11 02:58 PM

VDP1 has certain situations where some palettes have multiple or different (0xf instead of 0?) transparent pens. I remember having to hardcode the palette allocation on my last Saturn game to avoid it, but not the exact details (hey, it was 1997).
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/24/11 06:31 PM

Actua Soccer menus work, dies going ingame



Robopit dies here

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/24/11 06:34 PM

Shining The Holy Ark - seems to get stuck when trying to play the mid-screen fmv on the last screen



Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/24/11 06:46 PM

Originally Posted By F1ReB4LL
Monster Slider (Japan/T-27302G/V1.002/Rev0) -- Freezes.

Actually, works, but you need to be very patient.



Cyberbots - Fullmetal Madness (Japan/T-1217G/V1.002/Rev0) -- Freezes at some point.

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/24/11 06:48 PM

Shining Wisdom - some priority bugs, dies at Game Over?


Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/24/11 06:57 PM

Street Racer - works, but VDP2 issues? (no Roz ground)

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/24/11 07:05 PM

Originally Posted By Haze
Street Racer - works, but VDP2 issues? (no Roz ground)

Japanese Street Racer Extra doesn't work, btw smile
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/24/11 07:13 PM

Wipeout 2097 - works well (but MAME crashes if you select 'options) even the FMV works really well. Game seems to run internally at 20fps, which seems a bit slow for a WipeOut game, but maybe it's right for the Saturn version?

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/24/11 07:18 PM

Tilt! - gets to the title screen, but no inputs to get further


Trash-It - dies during the opening FMV shortly after the arcade cab explodes ;-)

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/24/11 09:13 PM

Death Throttle - Kakuzetsu Toshi Kara no Dasshutsu (Japan/T-26403G/V1.000/Rev0) -- Works; graphic glitches (see the last screenshot).




Sound Qube (Japan/T-4318G/V1.001/Rev0) -- Works, forgot how to play it, if honest, so can't check, if the whole game works or the 1st level only smile

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/24/11 10:15 PM

Originally Posted By F1ReB4LL
Death Throttle - Kakuzetsu Toshi Kara no Dasshutsu (Japan/T-26403G/V1.000/Rev0) -- Works; graphic glitches (see the last screenshot).


Neat, I didn't know Quarantine was released on the Saturn, seems strange it only had a Japan release tho, considering it wasn't a Japanese game in the first place.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/24/11 10:38 PM

Originally Posted By Haze
Neat, I didn't know Quarantine was released on the Saturn, seems strange it only had a Japan release tho, considering it wasn't a Japanese game in the first place.

There are dozens of Western ports from PC/DOS on Saturn, also Japanese-only, mostly quests (Zork series, Wizardry series, Darkseed series, Phantasm, Prisoner of Ice, The Psychotron, Time Commando, etc.)
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/25/11 12:27 PM

Originally Posted By Haze
Noon - works but reads from VDP register 0x14 repeatedly, you must return 0xffff for it to boot (or at least one bit needs to be set, 0x0000 doesn't work)

see
READ16_HANDLER( saturn_vdp1_regs_r )
{


I'm on this ...
Done, Noon now boots without hacks.

Checking another thing now: Rabbit ... it crashes due of a vdp1_fill_slope issue (and taking a screenshot makes it to crash too) ...

Rabbit title screen
Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 06/26/11 12:01 AM

Originally Posted By F1ReB4LL
Originally Posted By Haze
Neat, I didn't know Quarantine was released on the Saturn, seems strange it only had a Japan release tho, considering it wasn't a Japanese game in the first place.

There are dozens of Western ports from PC/DOS on Saturn, also Japanese-only, mostly quests (Zork series, Wizardry series, Darkseed series, Phantasm, Prisoner of Ice, The Psychotron, Time Commando, etc.)

Even Transport Tycoon.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/26/11 10:00 AM

Fixed two rather silly window bugs, makes Cotton Boomerang (and presumably something else) to have gfxs again. It still crashes after the intro and it still doesn't have any enemy ...

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/26/11 12:01 PM

Ok?

Posted By: byuu

Re: The Sega Satan WIP/screenshot thread - 06/26/11 01:35 PM

Originally Posted By Kale
Ok?



Whoa, you got the BIOS running?!




... just kidding wink
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/26/11 01:56 PM

Transparent pens :P
But according to this they still aren't good smirk

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/26/11 02:22 PM

Given that (afaik) the STV version of boomerang works (unless it's broken recently) it's quite odd that the Saturn one has no enemies.. Is it under-loading (or over-loading, and wiping out data) or maybe DMA lengths? I can only guess if there are no enemies it hasn't populated some table in RAM that should contain their positions, or has erased it?
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 06/26/11 05:23 PM

Input now works in Sonic R which brings the game a little further:




After the spinning Sonic head, all is black...
Posted By: Naoki

Re: The Sega Satan WIP/screenshot thread - 06/26/11 06:34 PM

Woot. Awesome to see the BIOS transparency fixed, and that Sonic R is partially running atleast. Good work devs!
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/26/11 07:05 PM

With today's build off the SVN, Xmen Vs Street Fighter now gets through the initial screen (flashing boxes & lines), and then shows the Capcom logo successfully. However, it then loads the the Saturn CD player screen, and indicates that it is "Checking Disc Format'.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 06/26/11 07:42 PM

Die Hard controls are working, and it goes in-game. It crashed once, but then I was able to play through a portion of the first stage without any problems. Laptop is too slow to play much longer though, so I don't know it will crash at some point.



Bust-A-Move 2 (US) is showing signs of life, which is exciting. This game was finicky to rip, and had previous booted as if the system didn't recognize the disk at all. BUT, the game crashes as the green guy walks along the screen (intro FMV?). Basically, right after the last pic.



Some other things of note:

Bomberman (J) crashes with Segmentation fault before showing anything. This game loaded up a few revisions back.

Last Bronx Special Disk & Virtual On crash with a Segmentation fault. These game never did anything in prior revisions, but the Segmentation Fault is new.

Manx TT still boots, but controls do not work, and it freezes right after the start screen. This was previously working.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 06/27/11 11:51 AM

Originally Posted By yugffuts

Manx TT still boots, but controls do not work, and it freezes right after the start screen. This was previously working.


That means that I have to investigate about the SMPC intback command, thanks for reporting.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/27/11 08:24 PM

In fact, many games are affected - Macross, Gals Panic SS, etc. (no controls anymore).

DonPachi doesn't show anything at all now (used to show the title screen and no controls).
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 06/27/11 09:17 PM

Sega Ages - Columns Arcade Collection (Japan) -- Controls work now in all 4 games (instead of only 1 before), no need for screens, IMO.

The Horde (Japan) -- Works now (no more freezing on monster hunt):


Galaxy Fight (Japan) -- Controls work now, but the game freezes on loading when you choose the certain fighters; some fighters are playable, but the sprites are glitchy; the game resets and freezes if you KO'ed.


Race Drivin' (Japan) -- Controls work now, major graphic glitches are still there.



Posted By: RColtrane

Re: The Sega Satan WIP/screenshot thread - 06/28/11 07:39 PM

WWF In Your House (U) - shows the intro screen and freezes at the Acclaim logo movie.
Posted By: RColtrane

Re: The Sega Satan WIP/screenshot thread - 06/29/11 05:57 PM

Street Fighter: The Movie (E) : Black screen after SEGA logo screen.
Posted By: mellery

Re: The Sega Satan WIP/screenshot thread - 06/29/11 10:50 PM

Panzer Dragoon Saga freezes at the "Team Andromeda" screen
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/29/11 11:00 PM

In general, freezes at a startup screen or FMV are not remarkable and you don't need to mention them here. Only if you actually get menus or gameplay.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 07/05/11 01:17 AM

Got some more games to test. These were tested with SVN 12129.

All Japan Pro Wrestling Featuring Virtua (J)



AJPW Freezes here. I don't know if the text is relevant...?



Blazing Tornado





Freezes here:



Decathlete is playable. Froze after the first race completed, though.





Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 07/05/11 01:23 AM

Moving on....


Fighter's Megamix (J) is working.






winter Heat (USA) is working.







Panzer Dragoon Zwei freezes at this screen.




World Series '98 works just until gameplay would start. That includes the FMV playing full.



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/13/11 11:08 PM

Implemented irq pending mechanism and proper IRQ enable register (0xa4 of the SCU memory registers). This allows at very least Choice Cuts to show Sega logo and the title screen:



(it probably needs the MPEG afterwards, according to that "VIDEO SAMPLER" subtitle ^^')
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/14/11 02:00 AM

Supported RGB888 for tilemaps, this allows 3-D Baseball: The Majors to show some FMV then die after some time (yes, there's a Pandemonium "spot" in it, don't ask):









Battle Garegga is now working after an IST fix, and shows broken tilemaps:





The cause? Well, even people that doesn't know jack about the Satan should get it quickly with this log ...

Code:
DMA lv 1 transfer START
SRC 060afe00 DST 05e7b180 Size 0040
SRC Add 0004 DST Add 0008
DMA lv 1 transfer START
SRC 060afe40 DST 05e7b182 Size 0040
SRC Add 0004 DST Add 0008
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/14/11 02:02 PM

Work in progress ...









It randomly crashes while trying to start it up, it needs a debug trick to get past a check and it has graphic bugs (rowscroll + these sprite gaps) but hey wink

EDIT: got why it needs a debug trick, it checks that cr3 bit 8 (index number) after that the play command is issued.
Posted By: mahlemiut

Re: The Sega Satan WIP/screenshot thread - 07/15/11 12:08 AM

I get a crash in Waku Waku 7 during loading before a match starts:
Code:
Program received signal SIGSEGV, Segmentation fault.
0x0000000001a6ac0f in cdrom_get_track_start (file=0x5c0bfa0, track=4294967295)
    at src/lib/util/cdrom.c:359
359		return file->cdtoc.tracks[track].physframeofs;
(gdb) bt
#0  0x0000000001a6ac0f in cdrom_get_track_start (file=0x5c0bfa0, 
    track=4294967295) at src/lib/util/cdrom.c:359
#1  0x0000000000fe026d in cd_writeWord (machine=..., addr=589860, data=1536)
    at src/mame/machine/stvcd.c:779
#2  0x0000000000fe1acb in stvcd_w (space=0x4f4b950, offset=589860, 
    data=100663296, mem_mask=4294901760) at src/mame/machine/stvcd.c:1555
#3  0x0000000001773d4a in handler_entry_write::write_stub_legacy (
    this=0x50a9930, space=..., offset=147465, data=100663296, mask=4294901760)
    at src/emu/memory.c:5862
#4  0x00000000017773c0 in delegate_base<void, address_space&, unsigned int, unsigned int, unsigned int>::operator() (this=0x50a9a48, p1=..., p2=147465, 
    p3=100663296, p4=4294901760) at src/emu/delegate.h:583
#5  0x000000000177653d in handler_entry_write::write32 (this=0x50a9930, 
    space=..., offset=147465, data=100663296, mask=4294901760)
    at src/emu/memory.c:701
#6  0x000000000179c304 in address_space_specific<unsigned int, (endianness_t)1, true>::write_native (this=0x4f4b950, offset=589860, data=100663296, 
    mask=4294901760) at src/emu/memory.c:1317
#7  0x0000000001790d49 in address_space_specific<unsigned int, (endianness_t)1, true>::write_direct<unsigned short, true> (this=0x4f4b950, address=92864548, 
    data=1536, mask=65535) at src/emu/memory.c:1490
#8  0x0000000001790417 in address_space_specific<unsigned int, (endianness_t)1, true>::write_word_static (space=0x4f4b950, address=92864548, data=1536)
---Type <return> to continue, or q <return> to quit---
    at src/emu/memory.c:1631
#9  0x00007fffde0cf335 in ?? ()
#10 0x00007fffde0cf1a2 in ?? ()
#11 0x00007fffddfff000 in ?? ()
#12 0x0000000000000001 in ?? ()
#13 0x00007fffddfff000 in ?? ()
#14 0x00007fffddfff080 in ?? ()
#15 0x00007fffde623cfb in ?? ()
#16 0x00007fffde623af7 in ?? ()
#17 0x0000000005aa7390 in ?? ()
#18 0x0000000000000000 in ?? ()


I know it has a lot of audio tracks, but I don't it has that many. smile

Last few lines of console output:
Code:
CD: command exec bd2 11ff ffff 00 00 (stat 0100)
CD: command exec b92 4800 00 00 00 (stat 0100)
CD: command exec bd2 1180 5cc6 00 00 (stat 0100)
disc seek with params 1180 5cc6
CD: command exec bd2 1000 00 00 600 (stat 0100)
track mode 0


This would be the problem (stvcd.c:778):
Code:
					printf("track mode %d\n",cur_track);
					cd_curfad = cdrom_get_track_start(cdrom, cur_track-1);
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 07/15/11 08:41 AM

Sakura Taisen 1 (saturnjp) now displays somewhat of an intro







It even starts playing a quite recognizable (but seriously stuttering) version of the theme song (on a slightly garbled background) before it goes into an endless loop

-Darkstar
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/15/11 11:27 AM

Originally Posted By mahlemiut
I get a crash in Waku Waku 7 during loading before a match starts:
Code:
Program received signal SIGSEGV, Segmentation fault.
0x0000000001a6ac0f in cdrom_get_track_start (file=0x5c0bfa0, track=4294967295)
    at src/lib/util/cdrom.c:359
359		return file->cdtoc.tracks[track].physframeofs;
(gdb) bt
#0  0x0000000001a6ac0f in cdrom_get_track_start (file=0x5c0bfa0, 
    track=4294967295) at src/lib/util/cdrom.c:359
#1  0x0000000000fe026d in cd_writeWord (machine=..., addr=589860, data=1536)
    at src/mame/machine/stvcd.c:779
#2  0x0000000000fe1acb in stvcd_w (space=0x4f4b950, offset=589860, 
    data=100663296, mem_mask=4294901760) at src/mame/machine/stvcd.c:1555
#3  0x0000000001773d4a in handler_entry_write::write_stub_legacy (
    this=0x50a9930, space=..., offset=147465, data=100663296, mask=4294901760)
    at src/emu/memory.c:5862
#4  0x00000000017773c0 in delegate_base<void, address_space&, unsigned int, unsigned int, unsigned int>::operator() (this=0x50a9a48, p1=..., p2=147465, 
    p3=100663296, p4=4294901760) at src/emu/delegate.h:583
#5  0x000000000177653d in handler_entry_write::write32 (this=0x50a9930, 
    space=..., offset=147465, data=100663296, mask=4294901760)
    at src/emu/memory.c:701
#6  0x000000000179c304 in address_space_specific<unsigned int, (endianness_t)1, true>::write_native (this=0x4f4b950, offset=589860, data=100663296, 
    mask=4294901760) at src/emu/memory.c:1317
#7  0x0000000001790d49 in address_space_specific<unsigned int, (endianness_t)1, true>::write_direct<unsigned short, true> (this=0x4f4b950, address=92864548, 
    data=1536, mask=65535) at src/emu/memory.c:1490
#8  0x0000000001790417 in address_space_specific<unsigned int, (endianness_t)1, true>::write_word_static (space=0x4f4b950, address=92864548, data=1536)
---Type <return> to continue, or q <return> to quit---
    at src/emu/memory.c:1631
#9  0x00007fffde0cf335 in ?? ()
#10 0x00007fffde0cf1a2 in ?? ()
#11 0x00007fffddfff000 in ?? ()
#12 0x0000000000000001 in ?? ()
#13 0x00007fffddfff000 in ?? ()
#14 0x00007fffddfff080 in ?? ()
#15 0x00007fffde623cfb in ?? ()
#16 0x00007fffde623af7 in ?? ()
#17 0x0000000005aa7390 in ?? ()
#18 0x0000000000000000 in ?? ()


I know it has a lot of audio tracks, but I don't it has that many. smile

Last few lines of console output:
Code:
CD: command exec bd2 11ff ffff 00 00 (stat 0100)
CD: command exec b92 4800 00 00 00 (stat 0100)
CD: command exec bd2 1180 5cc6 00 00 (stat 0100)
disc seek with params 1180 5cc6
CD: command exec bd2 1000 00 00 600 (stat 0100)
track mode 0


This would be the problem (stvcd.c:778):
Code:
					printf("track mode %d\n",cur_track);
					cd_curfad = cdrom_get_track_start(cdrom, cur_track-1);


Heh, selects track number -1? WTF?
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 07/15/11 11:44 AM

IIRC that Cave / Atlus racing game did too sometimes, I just ignored the request with a local change.

Might just be requesting it based on some other calculation going wrong?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/15/11 02:09 PM

Shinrei Jusatsushi Taromaru (J)

Hardcore-ish game, working with latest with minor graphic glitches (shadows) and an hard-lock if you try to get into options menu.









Dead or Alive

Works IF you quickly press start at the Tecmo logo, skipping the FMV:





Death Crimson

"Works" with a ROZ (priority?) bug with the sky. The game itself is very poorly made, almost PD quality (not for nothing it was ranked by JP users to be the worst game ever released for the system).



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/15/11 04:55 PM

Command 0x0400 wasn't resetting the fadstoplay variable, this fixes at least the Detana Twin Bee Yahhoo! Deluxe Pack black screen after the Konami logo:











This also fixes Falcom Classics Vol.1 hang with a proper CD image, that still crashes with Dragon Slayer but makes Ys I and Xanadu to finally work properly smile

And Bio Hazard, I'll let others post gameplay pics for me (still hangs at the initial mansion talking tho) smile



And Thunder Force V gameplay (note: game is slow because it apparently abuses of the SCU DSP)

Posted By: nirv

Re: The Sega Satan WIP/screenshot thread - 07/15/11 05:51 PM

Some of these SVN builds I compile breaks skipping the USA Saturn intro by pressing start. Was fine a few days ago.

Daytona USA C.C.E. kind of works.

Great 2D graphics but missing some 3D.

Oddly enough, has almost perfect menu music except for missing a single or double bass in the first 20 seconds of the track. Maybe it's my CHD rip, but I doubt it.






Doom

Progress is slightly better since trying it over two weeks ago. Sound is good. Some glitches in the fire at the title screen. Controller input seems to be stuck holding "down" on the digital pad at the menu screen so it just cycles through the options and no buttons are functional.






Myst

No longer works. Drops to the CD player after the Sega (not the Saturn) logo. Worked over two weeks ago.



Need For Speed

No longer works. Freezes on Electronic Arts logo. Worked much better over a week ago.



Road Rash

Unskippable and choppy video. Freezes when it gets to a screen I've never seen before (peripheral not found or unsupported).

Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 07/15/11 08:42 PM

Originally Posted By nirv
Daytona USA C.C.E. kind of works.

Great 2D graphics but missing some 3D.

Oddly enough, has almost perfect menu music except for missing a single or double bass in the first 20 seconds of the track. Maybe it's my CHD rip, but I doubt it.


This is odd, because the SSF rip for these play back that tune perfectly with audio overload.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/15/11 09:07 PM

Originally Posted By Kale
Heh, selects track number -1? WTF?

Tries to access lead-in for some reason? )
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 07/16/11 02:44 AM

Got around to the latest SVN, but I'm not sure what number that is. Anyone care to enlighten me on how to find out after I have create the new executable?

Anyway, here's some progress:

Tomb Raider freezes at the first Eidos screen now.



Sega Rally (USA) gets to this screen, and then freezes.



Virtua On (USA) gets in game, but I don't see any of the 3-d models.







Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 07/16/11 11:12 AM

Sonic 3D (U) starts showing the intro and then goes belly up:
Quote:
Read 0 from SCSP MIDI
Read f652 from SCSP MIDI
Warning: write to unknown VDP1 reg 0000000c 00009c23
Warning: write to unknown VDP1 reg 0000000e 000017cc
Warning: write to unknown VDP1 reg 00000010 00005806
Warning: write to unknown VDP1 reg 00000012 0000cea5
Warning: write to unknown VDP1 reg 00000014 0000307c
Warning: write to unknown VDP1 reg 00000016 00007253
Warning: write to unknown VDP1 reg 00000018 0000fa54
Warning: write to unknown VDP1 reg 0000001a 0000c252
Warning: write to unknown VDP1 reg 0000001c 0000947b
Warning: write to unknown VDP1 reg 0000001e 00005574
Warning: write to unknown VDP1 reg 0000000c 00002e49
Warning: write to unknown VDP1 reg 0000000e 00000c94
Warning: write to unknown VDP1 reg 00000010 00003423
Warning: write to unknown VDP1 reg 00000012 00004291
Warning: write to unknown VDP1 reg 00000014 000099f1
Warning: write to unknown VDP1 reg 00000016 00006590
Warning: write to unknown VDP1 reg 00000018 00001c2b
Warning: write to unknown VDP1 reg 0000001a 0000b2c5
Warning: write to unknown VDP1 reg 0000001c 0000a0d2
Warning: write to unknown VDP1 reg 0000001e 0000aee2

[img]http://csc.inode.at/ch/OnlineStorage/ind...5cc16d49a3c7968[/img]

Panzer Dragoon (U) gets here and stops doing anything
[img]http://csc.inode.at/ch/OnlineStorage/ind...aa15d3262d85a9d[/img]
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/16/11 12:22 PM

Saturn bug list

It's now live, a very preliminary list.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/17/11 07:03 PM

Seems, you've reverted all the controls fixes, since it works just like before now - "start" doesn't work during the bios intro, it doesn't work in the same games as before - Galaxy Fight, Race Drivin', etc. Race Drivin' goes into black screen after the intro screen now, btw.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/18/11 01:10 PM

Yes, I'm aware of that, it was an hack anyway (and breaks some games inputs, for instance Metal Slug and Bubble Symphony).
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/18/11 10:41 PM

Snatcher (Japan) -- Used to show a few screens before. Doesn't show anything at all anymore, only a black screen.

Steamgear Mash (Japan) -- Used to work fine. Now, all the enemy sprites on the level 1 are garbled (on the level 0 they are fine, though).


Twinkle Star Sprites (Japan/T-37301G/V1.003/Rev0) -- In Saturn mode it starts fine (didn't work before at all), but instead of ingame it gives a ton of messageboxes "STVCD: unimplemented channel number match" and "STVCD: unimplemented sub mode match".



Arcade mode works, though:
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/19/11 12:55 PM

Did I've already said that Bio Hazard randomly sort-of works by now? (granted that you play as Chris)

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 01:38 PM

Blood Factory (Japan/T-12504G/V1.001/Rev0) -- Works, if you watch the whole intro, otherwise - crashes. Minor graphic issues.




Crows: The Battle Action (Japan/T-16806G/V1.001/Rev0) -- Works:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 01:44 PM

ClockWerx (Japan/T-22302G/V3.000/Rev0) -- Works (didn't work before):



DoDonPachi (Japan) -- Works a bit better, than before, still freezes randomly, but now you can at least play a bit before that.


Disc World (Japan/T-20502G/V1.000/Rev0) -- Works (didn't work before):



And yes, "Disc World" (with space) is correct for Japanese version.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 01:58 PM

Hyper Duel (Japan/T-1809G/V1.001/Rev0) -- Works (didn't work before):



Initial D (Japan/T-25503G/V1.003/Rev0) -- Works:



Kururin Pa! (Japan) -- Works (used to freeze in main menu):
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 02:04 PM

Layer Section (Japan/T-1101G/V1.001/Rev0) -- Controls don't work. When it goes into attract mode, most sprites are invisible and "VDP1: Sprite List Illegal, contact MAMEdev". Didn't work before at all.




Metal Black (Japan/T-19902G/V1.000/Rev0) -- Works (didn't work before):

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/19/11 02:21 PM

Is it with latest revision (r12273)?

I've just fixed "track resume" behaviour with play command, so that Galaxy Fight doesn't "return to BIOS Sega logo" (it was actually crashing):







(Last snap is with SMPC hack)

The fun part with Galaxy Fight is that VDP1 sprites flickers like there's no tomorrow, for sure the worst case so far on Saturn / ST-V.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 05:04 PM

Magical Drop III: Toretate Zoukangou! (Japan/T-1313G/V1.005/Rev0) -- Works (didn't work before):



Puzzle Bobble 2x (Japan/T-1106G/V1.007/Rev0) -- Works (didn't work before):

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 05:05 PM

Originally Posted By Kale
Is it with latest revision (r12273)?

These particular screenshots and reports are for r12267.
Originally Posted By Kale
The fun part with Galaxy Fight is that VDP1 sprites flickers like there's no tomorrow, for sure the worst case so far on Saturn / ST-V.

I've mentioned that in my report before smile
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 05:42 PM

Planet Joker (Japan/T-18711G/V1.000/Rev0) -- Works (didn't work before), glitches on non-ingame 2D screens.



Rabbit (Japan/T-10610G/V1.001/Rev0) -- Freezes after a few secs of ingame.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 05:56 PM

Seifuku Densetsu Pretty Fighter X (Japan/T-15001G/V1.002/Rev0) -- Works (didn't work before), shadows are incorrect.



Skull Fang: Kuuga Gaiden (Japan/T-1311G/V1.001/Rev0) -- Works (sometimes, try to wait for the gameplay demo, then try to launch the game, often crashes), freezes at some point, major graphic issues (many black rectangles on the background).

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 06:11 PM

Tenchi Muyou! Rensa Hitsuyou (Japan/T-22204G/V1.002/Rev0) -- Works (didn't work before), sometimes there can be glitches (see the 3rd screen), but it's random and usually plays fine.



Tokimeki Memorial Taisen Puzzledama (Japan) -- Works now, no more missing sprites like before.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/19/11 06:27 PM

Sky Target (Japan/GS-9103/V1.003/Rev0) -- No controls, freezes after a few screens (see the 3rd screenshot: doesn't go any further).



Zoop (Japan/T-26406G/V3.220/Rev0) -- Something is wrong with the ingame controls, the game goes to Pause after ~1-2 seconds. Transparency issues.

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/19/11 07:49 PM

Originally Posted By F1ReB4LL

Tokimeki Memorial Taisen Puzzledama (Japan) -- Works now, no more missing sprites like before.


Really do wonder what fixed this, but oh well smile
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 07/20/11 07:05 AM

SVN 12282

Konami Antiques - MSX Collection (j). Used to have controls a while back. But current SVN there is no controls

Syukudai ga Tant-R(j) crashes after the Sega Ages logo

The Story Of Thor 2 (e) No controls

Simcity 2000 (U) gets to here and Hangs:

Also it throws out:
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/20/11 10:32 PM

And, after some sketchy code here comes the car HUD in Gale Racer ...

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/21/11 01:49 AM

http://www.youtube.com/watch?v=S-imfEH2fJE

I think it's good for MESS having emulated FMVs starring hilarious spots ;-)
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 07/24/11 11:01 AM

Sakura Taisen 1 now works a little bit better. You still have to abort the intro because it locks up after a minute or so.

Title screen


after starting a game


Main map


Conversation




The conversations seem to have a problem with fading in/out, it looks like it's reversed (i.e. the image is supposed to fade in, you see it for a short period and then it vanishes. The other way round on fade-outs)

Sound stutters a bit from time to time, but otherwise the music and speech run perfectly.

Anyways, impressive work so far!

Edit: Sakura Taisen 2 also shows the title screen if you skip the intro fast enough:


But when starting a new game, this is what you get (and an annoying, looping sound sample)


-Darkstar
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/27/11 03:50 PM

Got Madou Monogatari to enter into gameplay with horrible garbage sound (it's directly streamed from CD to SCSP):







Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/28/11 01:35 PM

Fixed cd-rom to work ram h transfer, fixes Mahou Tsukai ni Naru Houhou:









EDIT: Manx TT uses it on the FMV, if you let the attract mode to cycle:



EDIT2: Astra Superstars boots at least, it doesn't go further the character select screen in arcade mode (RTC flaw?) and it hangs after few secs of gameplay:







Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/28/11 02:34 PM

Capcom Collection Dai 5 now works too (and amusingly layout looks a bit different than the CPS-1 original):









Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 07/28/11 02:57 PM

Shanghai (U) Now works



World Series Baseball (USA) used to go to attract mode. but now hangs after the Sega logo
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/28/11 03:02 PM

Fire Pro Wrestling S - 6 Men Scramble works too (hangs after few secs of gameplay tho):





Lunar - Silver Star Story boots as well, but it does many FMVs so it tends to die quickly ...





EDIT again: Dungeons & Dragons TOD and SOM both works now:







Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/29/11 01:05 PM

Originally Posted By F1ReB4LL
Snatcher (Japan) -- Used to show a few screens before. Doesn't show anything at all anymore, only a black screen.

The game is playable now, but randomly freezes in different parts of the game.



Chou Jikuu Yousai Macross - Ai Oboete Imasu ka (Japan) -- No more crashes, works now (the music is choppy, though):


Steam-Heart's (Japan) -- No more crashes, works now. Refuses to play the ingame CDDA music.


Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/29/11 01:19 PM

Rockman X4 (Japan) -- Works now, no more freezes/crashes, some layers are missing (the one with the background, at least):



Rockman 8: Metal Heroes (Japan/T-1214G/V1.001/Rev0) -- Works, didn't work before:



World Heroes Perfect (Japan) -- Shows the main menu now (used to freeze before it), but either it freezes or controls don't work, doesn't go further:
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/29/11 01:29 PM

Sonic Wings Special (Japan/T-26402G/V1.001/Rev0) -- Works, didn't work before:



Kyuukyoku Tiger II Plus (Japan/T-18715G/V1.000/Rev0) -- Works, didn't work before. Sometimes, when it goes to ingame, the screen becomes all garbled, then it says "EWDR set 000088fe, contact MAMEdev", then "EWDR set 00000076, contact MAMEdev" and freezes.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/29/11 02:43 PM

Samurai Spirits: Zankourou Musouken (Japan/T-3104G/V1.009/Rev0) -- Works, didn't work before:



Street Fighter Zero 2 (Japan/T-1212G/V1.001/Rev0) -- Works, didn't work before:



Street Fighter Collection (Disc 2) (Japan/T-1223G/V1.001/Rev0) -- Freezes after the player selection, used to show only the black screen before.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/29/11 02:54 PM

Street Fighter Zero 2' (Japan/T-1244G/V1.000/Rev0) -- Freezes on loading screen, used to show only the black screen before.


Street Fighter Zero (Japan/T-1206G/V1.002/Rev0) -- Freezes after menu, used to show only the black screen before.

Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 07/30/11 12:44 AM

I played a fight of Fire Pro Wrestling (7/29/11 SVN) and it worked through the entire match. I got my ass kicked by Goldust in a 1 on 1 match.

[edit] I tried a 6 man battle royal, and that did crash after a minute or 2.

Used to play this game all the time. Nice to see it living again...

Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 07/30/11 01:18 AM

Seems like a good time for Japanese Capcom games...

Street Fighter the Movie gets in game.




Street Fighter Zero 2 is working


Blazing Tornado loads to the main menu, and then into an attract/demo mode, but it seems like inputs don't work.

Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 07/30/11 02:04 AM

A few US games are showing something new...

Street Fighter Alpha 2 is working, but I have no music. I do have sound effects.


Panzer Dragoon Zwei gets to this screen and crashes:


Dark Savior gets here & crashes:


Other notables:

Bust-A-Move 2 isn't recognized and boots to the Saturn console. This behavior is a regression; this used to show some of the start up FMV.

Virtua On was "playable" with grapics issues, now it fails with a segmentation fault.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/30/11 04:22 AM

Originally Posted By yugffuts
Bust-A-Move 2 isn't recognized and boots to the Saturn console. This behavior is a regression; this used to show some of the start up FMV.

Jap one works - http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=71489#Post71489
Just checked - works fine.
Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 07/30/11 07:26 AM

Panzer Dragoon now gets further in the intro, but sound is incorrect. Parts of intro soundtrack are played twice.
https://share.ols.inode.at/3ZSSNG28HAKNQ5IJJLY5BE5XIGUN2EA4D3W2JY92
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 07/30/11 09:40 AM

SimCity 2000 (USA) now shows this when starting up. Used not to:


Sega Rally Championship (USA) goes further. But complains Illegal Sprites.

Then crashes once you start a race:


Tenant Wars Hibaihin (JAP)is now playable:



But Duke Nukem 3D (EUR)'s Graphics is now broken:

Used to look like this:

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/30/11 06:35 PM

Shin Megami Tensei - Devil Summoner Akuma Zensho tests an undocumented SCU register. I'm guessing that's a DMA status mirror ...

(It's a monster database, if it wasn't clear)











Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/31/11 02:04 AM

Latest changes seems to have made Grandia to boot now, it doesn't get to nowhere due of usual FMV tho:



The Digital Museum does something extra, dies after few secs of "gameplay" tho:







EDIT: Magical Drop now boots too:





EDIT2: And Shiroki Majo - Mou Hitotsu no Eiyuu Densetsu ...



Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 07/31/11 05:51 AM

Tested with SVN12404 and Duke Nukem 3D (EUR) now crashes here:


Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/31/11 04:22 PM

There's clearly a timing bug (for instance Guardian Heroes doesn't lock up if you set the SMPC hack and press start during Sega Saturn logo transition), I'm studying a way to fix that up ...

Meanwhile, I've rewrote back screen implementation (that wasn't really tested back in the day I admit ^^') and some if not all of the black dots are now fixed, for example in Metal Slug art gallery:



Same goes for Fuusui Sensei - Feng-Shui Master new game introduction, that was ugly fugly before ...



Space Harrier goes even further, by using the full back screen capabilities on title screen background (and before you wonder, yes, this screen is more or less identical on Arcade version, including the bogus black line at bottom of screen:

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/31/11 05:43 PM

Capcom Collection Dai 4 puts an empty polygon on VDP1 in order to clear the framebuffer just after the Capcom FMV logo, cause of an exception. A work-around later ...





Yes, for whatever reason there's a flag that inverts sprites x/y coordinates that I don't know yet where it is (happens in Shienryu as well). Games obviously works if you put "type 3" and rotate the screen (and give an huge thanks to the MAME framework that you can change the orientation via Video Options on the fly ;)):



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/31/11 07:14 PM

fwiw, fixed a mirroring bug with color RAM, makes Gale Racer to be happy on options menu:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/31/11 10:17 PM

A few more games became happier in the last 2 days:

Keiou Yuugekitai: Katsugeki Hen (Japan/T-6003G/V1.001/Rev0) -- Works, doesn't loop the CDDA tracks, when the track ends, the music stops (black screen before):



Puyo Puyo Tsuu (Japan/T-6601G/V1.200/Rev0) -- Works, the shadows are white, should be black (stucked in BIOS before):



Rockman X3 (Japan/T-1210G/V1.001/Rev0) -- Shows this (black screen before):


Btw, many games, that used to return to BIOS after the BIOS intro, start to boot now, but either show the black screen or crash (not all of them, of course, Puyo Puyo Tsuu is a nice example).
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/31/11 10:28 PM

Black Fire (Japan/T-7003G/V1.001/Rev0) -- Boots now, control issues, acts like if some button is always pressed: all the intros are skipped and when it starts to show the game demo, it instantly returns to the "press start" screen.

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/31/11 10:39 PM

Keiou Yuugekitai: Katsugeki Hen crashes at level 3 with this lovely message ...



Could be another "randomness due of timing" but even if I've enjoyed the game (that seems to be very good) I'll pass for now smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/01/11 02:07 AM

Iron Storm / Daisenryaku does outing with the SMPC hand-shake bit flag. I've wrote down a preliminary fix to let this to boot but beware: I'm sure that some stuff broke with this, so please stress test everything again.









(yes, inputs doesn't work at all with this, probably a good test case for other stuff like Burning Rangers)

EDIT:







(pretty fussy on new game ... don't skip too soon the FMVs)

Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/01/11 05:36 AM

Simcity 2000 (USA) gets a bit further, but it goes back to the CD player.

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/01/11 03:38 PM

With latest SMPC timing fix Pocket Fighter doesn't have any more garbage (even though it's incredibly slow).



Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/01/11 04:27 PM

Alien Trilogy (Japan/T-8113G/V1.001/Rev0), Wolf Fang SS Kuuga 2001 (Japan/T-26105G/V1.010/Rev0) boot after today's fixes, but both die at FMVs.
Kyuutenkai (Japan/T-1801G/V1.005/Rev0) -- Goes a bit further, shows not only Techno Soft intro now, but also asks about where to save the data, but after that it stucks on the black screen, while playing some music.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/01/11 07:00 PM

After the last SMCP fixes, Alien Trilogy (Japan) doesn't freeze on FMVs, but shows the black screen after them.
Wolf Fang SS Kuuga 2001 (Japan) doesn't show anything again, just crashes (regression).

Chibi Maruko-chan no Taisen Puzzledama (Japan/T-9507G/V1.200/Rev0) -- also shows some FMVs, then crashes (black screen before)

Most of the Capcom titles work now, not only Pocket Fighter.

Street Fighter Zero 2' (Japan) -- Works now:



Street Fighter Zero 3 (Japan/T-1246G/V1.002/Rev0) -- Boots now, but in the ingame shows only the background:



Vampire Hunter: Darkstalkers' Revenge (Japan/T-1202G/V1.000/Rev0) -- Works with major graphic issues:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/01/11 07:17 PM

Arthur to Astaroth no Nazomakaimura: Incredible Toons (Japan/T-1209G/V1.002/Rev0) -- Works now:



Gussun Oyoyo S (Japan/T-26101G/V1.002/Rev0) -- Boots now, but freezes before ingame:

Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/01/11 07:30 PM

Sega Rally Championship (USA)used to go into the menu (if you pressed start fast enough) but now shows a black screen after the Sega logo.

Syukudai ga Tant-R (JAP):



But crashes as soon as you try to move the directional keys.

Posted By: Stiletto

Re: The Sega Satan WIP/screenshot thread - 08/01/11 07:36 PM

Out of curiosity Kale, has all this helped MAME-side STV at all? Anything you can point to? smile
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/01/11 07:43 PM

Several ST-V games gained sound (e.g. Baku Baku Animal), have fewer graphics glitches, and/or have had terrible hacks removed, so yes this is good over there too.
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/01/11 07:53 PM

A quick question: why would the Saturn driver complain with this?: CD: buffer is empty. I'm using Redump's Independence day
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/01/11 07:58 PM

Kaylee: it's not necessarily a complaint, just a fact. Kale's got a lot of status printing enabled right now, you should generally ignore it unless he asks about it in conjunction with a failure.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/01/11 08:48 PM

Originally Posted By Stiletto
Out of curiosity Kale, has all this helped MAME-side STV at all? Anything you can point to? smile


Columns '97 title screen is a good (hypnotic) "side-effect" of all of this (I might do a "Guru Meditation^TM" video for that actually, since it doesn't do justice in pic):



Next two steps are to rewrite SMPC and check the CD timings. Former should help with Find Love ST-V version ... maybe ...

I also plan in check out protection vectors for Final Fight Revenge, so we can get that working on ST-V too.

Once that I get a decent compatibility list (i.e. I don't fear of FMVs), I have to rewrite EVERYTHING video-related.
It's not a mystery that I think the code isn't suited at all for our needs, the linescroll "recursion" stuff for example is ugly fugly to not say worse (and indeed that breaks in stuff like Pro Mahjong Kiwame S title screen in ST-V)

Originally Posted By Kaylee
A quick question: why would the Saturn driver complain with this?: CD: buffer is empty. I'm using Redump's Independence day


When that happens is never ever good, however I don't need these errors reported since I already have plenty of test cases (most Sega Ages games does it for instance).

As a recap, here's the Saturn HUUUGE bug list -> MESS wiki
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/01/11 10:09 PM

Originally Posted By Kale
With latest SMPC timing fix Pocket Fighter doesn't have any more garbage

Btw, SteamGear Mash looks nice again, no more garbage instead of the enemies' sprites. And Twinkle Star Sprites (Japan) doesn't produce those "STVCD: unimplemented channel number match" and "STVCD: unimplemented sub mode match" messages anymore, works fine.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/01/11 11:46 PM

Yes, I've implemented that feature ... and no luck here regarding SteamGear Mash ...
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 08/02/11 12:49 AM

Originally Posted By Kale
Originally Posted By Stiletto
Out of curiosity Kale, has all this helped MAME-side STV at all? Anything you can point to? smile


Columns '97 title screen is a good (hypnotic) "side-effect" of all of this (I might do a "Guru Meditation^TM" video for that actually, since it doesn't do justice in pic):


So we know if mausuke is missing similar? It's always bugged me that the background during the intro is just some flickering BG pen.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/02/11 01:12 AM

Considering that you can use that as a scrolling line layer then yes, it's possible ... and I'm recompiling MAME just for checking it out.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/02/11 11:46 AM

Originally Posted By Kale
and no luck here regarding SteamGear Mash ...

It works, just unstable (can freeze on loading between the levels or instantly exit into the Saturn CD Player), but most of the titles work like this. But yes, I haven't noticed the first time - you need to press "Start" right on the TAKARA logo, otherwise, it shows only the black screen, was fine in previous versions, so it's a kind of regression, I guess.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/02/11 03:32 PM

Just for the fun of it, I've implemented Line Colour mechanism, that is another way in doing add blending. It's used in Bio Hazard options menu so far, and yes, screen has at least another bug with incorrect screen sizing ...

Posted By: ReadOnly

Re: The Sega Satan WIP/screenshot thread - 08/02/11 04:08 PM

Awesome! Thank you Kale
Posted By: Dr.Zer0

Re: The Sega Satan WIP/screenshot thread - 08/02/11 05:59 PM

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/03/11 12:38 AM

Investigating on Capcom Collection Dai 2 ... it seems that the culprit is the pending irq stuff, so they fights each other and ends up in failing.







Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 08/03/11 01:13 AM

All Japan Pro Wrestling (Japan) gets to this screen and then crashes after selecting the mode you want to play. I have no idea what it says, so I don't know if its emulation, or a configuration issue.



Marvel Superheros gets to the main screen, but has no inputs.

Blazing Tornado used to load to the main menu, but now crashes after the Sega Logo.

Fire Pro Wrestling behaves the same as last time, but prompts a few contact MAMEDev messages. Do you care?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/03/11 01:30 AM

All Japan Pro Wrestling is fussy even on ST-V, but can't nail down what causes the "black screen" (it's a random bug)
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 08/03/11 08:42 AM

Originally Posted By yugffuts
All Japan Pro Wrestling (Japan) gets to this screen and then crashes after selecting the mode you want to play. I have no idea what it says, so I don't know if its emulation, or a configuration issue.




"Loading, please wait"

-Darkstar
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/03/11 03:08 PM

By request:





Found a better version (the other one is clearly a bad dump), black screen normally but I've hacked it via debug trick for now.
Posted By: LordFlux

Re: The Sega Satan WIP/screenshot thread - 08/03/11 06:31 PM

Magic Knight Rayearth (US) now gets several minutes into gameplay. FMVs work (initially), audio clips work, and controls work. The game eventually locks up at the start of a FMV.

Also, at the bottom it says "Transparent shadow select bit enabled, Contact MAMEdev"

Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/03/11 07:20 PM

World Series Baseball (USA) used to play the whole FMV, now it start playing the FMV and then drops you to CD player
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/04/11 02:13 PM

Originally Posted By LordFlux
Magic Knight Rayearth (US) now gets several minutes into gameplay. FMVs work (initially), audio clips work, and controls work. The game eventually locks up at the start of a FMV.

Also, at the bottom it says "Transparent shadow select bit enabled, Contact MAMEdev"



As you can see there's clearly a video bug on the first snap.

Anyway, I've just discovered that Capcom made a mahjong on PSX / Saturn / 3do named "Ide Yousuke Meijin No Shin Jissen Mahjong", it works on the driver:





For what is worth, the gameplay and overall design is "somewhat" similar to the Game Arts' Mahjong Gambler Jiko Chuushinha series ... it's probably the same designer or something ...
Posted By: max holz

Re: The Sega Satan WIP/screenshot thread - 08/04/11 06:09 PM

Shanghai - Triple Threat (USA) seems to have wrong background colors compared to the STV game.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/04/11 06:50 PM

Road Blaster does a work ram h to color ram transfer with an offsetted by 1 source address. That obviously doesn't really work too well with SH-2 bus, so it required some extra coding in order to handle this special case:





Originally Posted By max holz
Shanghai - Triple Threat (USA) seems to have wrong background colors compared to the STV game.


It's a stylistical change they made from Arcade to Saturn conversion. See also:

http://www.youtube.com/watch?v=frDDGC759ss
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/04/11 08:05 PM

Fixed a SCU DMA transfer bug, that was tripping in Batsugun and Battle Garegga:





The SCU DMA transfer thing defintely need some work tbh, especially with src/dst add values.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/05/11 01:33 AM

A bunch of WIP snaps over the latest ...







Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/05/11 05:54 PM

Alone in the Dark 2 uses timer 1 irq (oh boy) ...





I still don't know how it works tbh, I need a more accurate study of the whole thing.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/06/11 12:39 PM

Latest SCU DSP fixes have also fixed Virtua Racing crash on gameplay and intro sound in Advanced World War. I now have to check out controls in the former case tho ...



And btw, game is SLOOOOW (any intensive use of SCU DSP will make the emulation speed to drop instantly at current stage, see also Grandia on FMVs)
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/06/11 02:18 PM

Cool, World Series Baseball (USA) now starts to go ingame. It allows you to select your teams and stadium, but gives a black screen when when you go in stadium.





I get this looking at the log: No xferdnum error (Sega Rally Championship (USA))

EDIT:
Story Of Thor 2, The (EUR) is now playable

Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/06/11 02:44 PM

Konami Antiques - MSX Collection (J) is now playable



Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/06/11 03:18 PM

US Christmas NiGHTS works now (it appears to hang on a black screen at first - press START and it goes on to the main menu) except there's a bizzare tie-dye color cycling overlay in game.



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/06/11 03:43 PM

Nights JP version boots too, good catch smile







EDIT: there's a window enabled on that specific plane, can't do much without rewriting everything ...
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 08/06/11 04:33 PM

A few notables...

Marvel Superheroes (Japan) works now.





Fire Pro Wrestling (Japan) still crashes occassionally (especially in battle royal), but I noticed some sprite issues as well as this image. It is letting you enter the area where there aren't any wrestlers listed, I think. I have no idea if this is helpful/relevant, but figured I'd point it out.




(Edit) A few other things I forgot from my Japanese games...

Blazing Tornado will get to the main menu if you press Start at the Human Logo, so controls are working now. But, I got Segmentation Faults every time I tried to play.

Street Fighter: The Movie freezes shortly after the Sega Logo. This was playable a few revisions ago.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 08/06/11 04:47 PM

I'm sure this is not surprise after your last 2 posts...

Nights (US) boots to the menu, and lets me pick a character. Claris gets a bit farther than Elliot, but neither gets me in-game.



Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 08/06/11 05:32 PM

And here's the rundown of my US games:

Bust-A-Move 2 does work (as mentioned a bunch of posts back).



Dark Savior still crashes to the Saturn Console if you do nothing. If you press Start, you get to this screen, where it freezes. Not very exciting, but it is a change in behavior.



Virtua On gets back in game, but you can't see your opponent.

Sega Rally crashes with a Segmentation Fault (Used to just freeze).

Virtua Cop 1 & 2 both crash MESS after the Sega Logo (this has been this way since I started testing).

World Series 98 freezes after the first loading screen.
Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 08/06/11 05:36 PM

Sonic 3D (U) no longer reaches the intro.
yugfutts: which svn revision are you on? I am on 12503 and redump.org Nights (U) does not boot for me.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/06/11 05:45 PM

Nights boots randomly.

And please, don't duplicate bug reports -> http://mess.redump.net/sysinfo:saturn:bugs
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/06/11 05:48 PM

Beleg: wait until NiGHTS stops doing anything and press START a few times and it will usually wake up.
Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 08/06/11 05:54 PM

RB: OK, I'll give it a shot.
Kale: I'll register on the wiki and post the findings for the rips I have around, since none of these seem to be mentioned.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/06/11 07:35 PM

Random pics over the latest:















Compatibility is greatly improved once again and I have to improve the play command yet one more time (and integration with commands themselves), so an even greater compatibility is pending.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 08/06/11 07:48 PM

True Pinball now boots, and seems to play, although one of the intro screens is clearly missing some tiles, and the ingame graphics look like it's trying to do some unsupported video trick? (yes, it's a port of the Amiga Pinball Illusions)










Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 08/06/11 07:49 PM

Sonic R is now playable (albeit at around 50% ingame)


(it has some semi-transparent garbage overlay it seems...)
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 08/06/11 08:50 PM

Originally Posted By Kale
And please, don't duplicate bug reports -> http://mess.redump.net/sysinfo:saturn:bugs


I'd like to help as much as possible, so in that vein...

How is the wiki keeping track of SVN versions? Also, how specific do you want the errors? Would you prefer every problem was listed? Or since it's still WIP stick with the broad strokes?

Something like this: Marvel Super Heroes (J) is listed under Input, but that is fixed in the current revision. Should that be removed, or use strikethrough?

Thanks.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/06/11 08:58 PM

I'd strikethrough and give a working SVN #.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/06/11 09:00 PM

I just need to update the list, there are many bugs in that list that are fixed and I'm aware of them. (doing it right now, fwiw)
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/06/11 09:38 PM

Jill Sandwiches are now served.

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/06/11 10:36 PM

A funny error thrown by Digital Pinball - Last Gladiators during testing:

Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 08/07/11 11:35 AM

Huge huge thanks for all your hard work on the Saturn driver Kale! Almost shit my pants with excitement when Guardian Heroes booted and entered gameplay! Btw are you the same Kale that are uploading replays to http://www.homeactionreplay.org/ ? And if so how many times have you cloned yourself? laugh
Posted By: mahlemiut

Re: The Sega Satan WIP/screenshot thread - 08/07/11 11:57 AM

He is, and I too, wonder just how he finds the time to do everything that he does...
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/07/11 12:14 PM

I just do one thing at a time, when I don't code I play (especially when I don't have coding inspiration).

And, just because I don't want this post to be completely OT, (selected random game) here's Genso Suikoden, working with latest fixes:



Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/07/11 12:56 PM

Originally Posted By R. Belmont
US Christmas NiGHTS works now (it appears to hang on a black screen at first - press START and it goes on to the main menu) except there's a bizzare tie-dye color cycling overlay in game.

This is even more hypnotic, than that Kale's beloved Columns '97 intro )

DonPachi (Japan) -- Black screen after menu (used to stuck in menu due to lack of controls)
Gals Panic SS (Japan) -- Freezes on loading screen before ingame now, regression (was lacking ingame controls).
Layer Section (Japan) -- No more controls issues, but suffers from the same problems as before - most of the sprites are invisible.
Whizz (Japan/T-36102G/V1.000/Rev0) -- "Gradation enabled 8100, contact MAMEDev".

Black Fire (Japan) -- Controls work now, the main game stucks with a black screen after chosing a save slot, but training works:


Gussun Oyoyo S (Japan) -- No more freezing before ingame, works:


Sky Target (Japan) -- No more controls issues, works, but sloooow (and with some weird stripe of garbage on the left):

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/07/11 01:02 PM

Wolf Fang SS Kuuga 2001 (Japan) -- Works now, but the text layer is invisible:



Layer Section II (Japan/T-26409G/V1.000/Rev0) -- Works now (used to show the black screen), all the videos are garbled with some stripes:



Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/07/11 01:05 PM

Strikers 1945 II (Japan/T-20402G/V1.002/Rev0) -- Works now (only black screen before), very slow with FPS limiter enabled; with FPS limiter disabled the speed is fine (but the music starts to play too fast):

Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/07/11 02:28 PM

World Series Baseball (USA) allows you to play, but freezes randomly (and some graphics problems):


VR Soccer goes ingame (But is slow):


Simcity 2000 (USA) in-game but slow:
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/07/11 05:44 PM

more game seem to work:



Duke Nukem 3D (EUR) graphics seems to be OK but it now crashes when Duke starts to talk Going ingame
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/07/11 05:50 PM

Improved CD timings, moved around some variables and removed various hacks.

It still crashes/puke on DMA-based FMVs (i.e. Command & Conquer, Clockwork Knight), but there's certainly a big improvement in both compatibility and FMV speed & playback now ^^:







Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 08/07/11 09:20 PM

Working with SVN build 12520, starting with my USA games first...

First, the bad news:

Dark Savior, Nights, Virtua On, Panzer Dragoon Zwei all used to show some graphics (or more), but now they immediately revert to the Saturn Console.

Other people are reporting success with World Series 98, but mine freezes right after the first little loading disc shows up. This used to allow me into the menus.

And now, the good news.

Daytona USA is working. I think that was already mentioned, so I'll forego the pictures.

Ultimate Mortal Kombat 3 is now playable, although graphics issues arise after you are uppercut into a new level (see pics 3 & 4).








Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 08/07/11 10:00 PM

And for my Japanese games. Same story, working with SVN build 12520.

First, the bad news:

Marvel Superheroes crashes at the intro FMV with the crashing blue blocks/lines. This was playable previously.


Good news:

Street Fighter: The Movie is playable again.

All Japan Pro Wrestling is playable now...I hit start at that loading screen to make it continue.







Bomberman is also working.



Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/08/11 08:00 AM

A few more seems to work:

Battle Monsters (USA) (but gameplay seems a bit fast)



Syukudai ga Tant-R (JAP): now goes ingame:


Guardian Force (JAP)


&

Space Invaders (JAP)

Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/08/11 08:29 AM

Rayman (usa) gets to the start screen, but can't go further because no controls


it also complains about a vdp1: sprite list errors
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/08/11 12:59 PM

Regression was with cd speed, going to test your reported issues but it should be ok now:

Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 08/08/11 02:34 PM

Regression:

Saturn Bomberman Fight!! [J]

No longer accepts controller input during the opening FMV, so it can't be skipped.

Sounds effects playing during FMV are more out of sync than they were previously, they also repeat/stutter more often than before.
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/08/11 03:20 PM

Regressions:

VR Soccer (USA) is now horribly slow, poor commentator has a nasty case of stuttering.

Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 08/08/11 04:02 PM

r12529 makes the stuttering better and I can skip the FMV again smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/08/11 05:35 PM

With latest Wachenröder started booting consistantly (uses 0x63 -> 0x06 command combo, so expect unbearable sound noise):













0x63 is get then delete sector data ... I bet that timing where it deletes the data isn't quite right.
And, obviously the two empty dialog boxes are yet another video bug (line window?)
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/08/11 08:10 PM

Street Fighter Zero 3 (Japan) -- crashes before ingame, regression
Vampire Hunter - Darkstalkers' Revenge (Japan) -- doesn't work anymore, stucks in CD Player, regression
---

DonPachi (Japan) -- Works, finally:



Rayman Yo! Electoon wo Sukue! (Japan/T-17701G/V1.000/Rev0) -- Same with (USA) version: no controls. Attract demo works fine, though:



Kaitei Daisensou (Japan/T-15006G/V1.004/Rev0) -- Works, black screen before:

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/08/11 10:45 PM

Tenchi wo Kurau II boots with latest:



Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 08/08/11 10:48 PM

Saturn Bomberman Fight!! [J]

Background appears to be missing when fighting in the penguin stage:

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/09/11 12:50 AM

Putted SMPC slave off/on commands behind a timer, this makes 3D Baseball The Majors to boot. And yes, gameplay screen can't be more busted I think ...



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/09/11 03:51 PM

Latest VDP1 timing fix made the following to happen:











Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 08/09/11 04:44 PM

Super Robot Wars F:

After pressing start and picking any of the options the game goes into an endless loop with stuttering sound. Ctrl+Alt+Del is the only way out. The command promt is filled with this stuff:
VDP2: read from register 000250cc 00ff0000
VDP2: read from register 000250cc 0000ff00
VDP2: read from register 000250cc 000000ff
VDP2: read from register 000250d0 ff000000
VDP2: read from register 000250d0 00ff0000
VDP2: read from register 000250d0 0000ff00
VDP2: read from register 000250d0 000000ff
VDP2: read from register 000250d4 ff000000
VDP2: read from register 000250d4 00ff0000
...etc

Super Robot Wars F Final:

Basically the same deal except it goes black and continues playing the music after pressing start.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/09/11 04:56 PM

Can't reproduce, I've tried two times and both of them worked fine.
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 08/09/11 05:03 PM

Yeah, I realised the chd's are probably corrupt. The only non-redump.org ones I've tried thus far and I converted them from mdf w/o any corresponding mds files... sorry for the false report
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/09/11 06:08 PM

Originally Posted By JonasP
The only non-redump.org ones I've tried thus far

Hmm, they are dumped (and should be common in the net, since these aren't the recent dumps).

Terra Cresta 3D (Japan/T-7102G/V1.000/Rev0) -- Works, with the latest fixes:



Shienryuu (Japan/T-29102G/V1.000/Rev0) -- Boots, no text layer (all the text in the main menu is missing or, maybe, outside the borders?), wrong orientation, crashes right after start (the wrong orientation issue was in the early SSF versions as well):
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/09/11 06:21 PM

Shienryu works if you change the option that allows it to change screen orientation (not really easy without seeing it, but ...).
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/09/11 06:29 PM

Probably, but by the default the ship should still fly vertical, not from the left to the right.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/09/11 07:27 PM

Yeah, already tried to see what's going on, no luck ...
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/09/11 08:08 PM

Tested a few More:

Waku Waku Monster (J) Playable



Gal Jan (J) & AI Shougi (J) is playable (Board games)
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/09/11 08:34 PM

Originally Posted By Kale
Yeah, already tried to see what's going on, no luck ...

Btw, have you tried to look at the games, which don't work in any SS emu? Like Doom, for example? Guess, such titles could draw much more attention to the project smile Not a request, just the thoughts.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/09/11 08:37 PM

I think there's still a long way to go before the "impossible cases" become a useful focus.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/09/11 09:08 PM

Btw, currently it works just like in any other emu, except yabause (in yabause you can also walk and see some ingame sprites, like barrels); no more control issues in menu, like before.


(Japanese version)

There are other non-working-anywhere titles, though, like Croc or Die Hard Trilogy.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/09/11 09:50 PM

What's the canonical list of "doesn't run in anything", anyway? We're already running several games Yabause doesn't touch, but of course SSF is the big knowledge-hoarding kahuna.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/09/11 10:41 PM

Originally Posted By R. Belmont
What's the canonical list of "doesn't run in anything", anyway?

SSF, Yabause, GiriGiri/Cassini, Satourne 2.0, Satourne, Saturnin - I don't remember any other emulator with "playable results" (actually, Saturnin can be excluded, but it's still better than the rest of abandoned emus).

As for SSF, there is a nice compatibility list on http://segasaturn.org/
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 08/09/11 11:06 PM

does that include if you play with the SSF cache emulation options? The Japanese list there reports 'Astal' as being unplayable, but apparently it works with that turned on like the USA version? or does the Japan one simply not work at all?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/09/11 11:13 PM

That list mentions required cache settings for a few games in the notes column, so presumably the Japan version just doesn't work.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/09/11 11:19 PM

Don't forget to look at the version column, the one for Japanese Astal is "0.08 Alpha R1", cache emulation was added later.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 08/09/11 11:20 PM

Looks like a handy list anyway.. I notice Super Tempo is listed as needing cache (didn't say that with the ISOs) which might explain why Kale has to hack it to boot.
Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 08/10/11 10:00 AM

Saturn Bomberman Fight!! [J]

SVN r12553

Penguin stage now shows background laugh

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/10/11 12:33 PM

Remember guys, for all we know SSF probably do per-game hacks like no tomorrow, so I don't think that's really valid as a model ...
Unless somebody explains to me how to make the cart port to work in there, so I can do something nasty ... grin
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/10/11 12:45 PM

The cart port in SSF? It's apparently an option in the ini file or something.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/10/11 03:56 PM

Originally Posted By R. Belmont
The cart port in SSF? It's apparently an option in the ini file or something.

SSF only supports RAM carts and Backup RAM carts, no ROM carts, no Action Replay carts, no Netlink emulation, so is it really anything special there about the carts?
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 08/10/11 03:58 PM

maybe it's a Japanese thing(tm) ;-)

I'm surprised it even needs / uses the Saturn bios. They seem to try to avoid a requirement of roms wherever possible.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/10/11 04:03 PM

What Kale was getting at is that ROM cart support would let us run the diagnostic cart and get some idea of how per-game-hacky it is ;-)
Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 08/10/11 04:08 PM

You can emulate the bios in SSF to some extent IIRC.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/10/11 04:15 PM

Yes, I could actually run it via BIOS, there's no crc check in there (I've loaded ST-V BIOS via the Saturn path). It could be even rather easy to get anything out of it wink

Anyway, I've forgot to mention: delete AGAIN the NVRAM with latest, I've did some reformatting of the whole thing in order to support SMEM and backup RAM stuff in there.





Also note that default is still 32 Mbit RAM, so if you want to save on the 8 Mbit* Backup RAM you have to change it thru Driver Configuration

*Can't support more due of a size limitation in NVRAM HANDLER.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/10/11 07:08 PM

Vampire Savior (Japan) -- Works now, no more crashes:



Vampire Hunter - Darkstalkers' Revenge (Japan) -- sometimes works, like before (with the same issues as before: all the sprites are pitch-black), sometimes goes into CD-Player, like in recent MESS revisions - so, unstable.
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 08/10/11 07:35 PM

World Series Baseball (USA) Used to go ingame (stadium to play) now it crashes when displaying team roster
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/10/11 07:51 PM

http://youtu.be/bcMo-5DPcek
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 08/10/11 08:00 PM

Earthworm Jim 2 (US):

Playable with graphics issues (flashing sprites, bad priorities and I think some missing graphics at the sega logo at least).
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/10/11 08:15 PM

You can't damage the rotating gold skulls in the inverted castle, Kale smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/10/11 08:17 PM

I know, I was just trying to pass thru it in a spectacular way ^^'
Posted By: LordFlux

Re: The Sega Satan WIP/screenshot thread - 08/10/11 08:37 PM

Very cool seeing Akumajou Dracula X running in MESS.

Originally Posted By F1ReB4LL
Vampire Hunter - Darkstalkers' Revenge (Japan) -- sometimes works, like before (with the same issues as before: all the sprites are pitch-black), sometimes goes into CD-Player, like in recent MESS revisions - so, unstable.


Night Warriors - Darkstalkers' Revenge (US) -- doing the same exact thing as the Japan version.

Need For Speed (US) -- appears to work perfectly other than a large texture(?) and a floating steering wheel blocking the road making the game unplayable.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/11/11 03:19 AM

Guessed a place where reset filter should occur, fixes booting in X-Men Children of the Atom.



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/11/11 02:45 PM

Die Hard Trilogy bogusly tests RAM location 0x25e7ffe with Slave CPU (that is A-Bus RAM cart area in normal circumstnces), I bet it's a left-over for development tool for breaking the execution in there.

A quick fix later* and we get to the title screen (hangs there due of another problem):





I've debug tricked the game for seeing the gameplay too ... it's VERY slow (30% with debugger on), presumably uses the SCU DSP too.

*Note: current implementation needs the cart RAM to be OFF in order to get this to boot.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/11/11 02:59 PM

That's interesting. The devkit was indeed a cartridge with a SCSI connector on it that you just plugged into a consumer Saturn but Sega was generally pretty good about screening for leftover debug code.

(Sidenote: the contact reliability on the dev carts sucked. Blowing on cartridges NES-style was common and necessary to get a connection and be able to debug).
Posted By: robiza

Re: The Sega Satan WIP/screenshot thread - 08/11/11 08:15 PM

Alone in the Dark 2 (E) seems ok or maybe i miss something
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/11/11 08:23 PM

Timer 1 timings (no pun intended) are quite off.
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 08/12/11 03:48 PM

Don't think anyone's posted this yet...

Clockwork Knight (E):



As far as I can tell it's playable without any issues. FMV plays fine too.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/12/11 03:51 PM

Yeah, Clockwork Knight (U) plays well too. Kind of a hard game though, or maybe I need to use a gamepad smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/13/11 03:31 AM

Starting implementing "exotic" input devices. First one is the keyboard:

Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/13/11 09:21 PM

Fixed fractional increments on the SH-2 FRC, now VCop2 (US) is fully working:



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/14/11 02:02 AM

Very good :), that should help with Astal and Lunar 2 as well.

(And next step is indeed to add the remaining input devices, including lightguns and mouses).

EDIT: Virtua Cop works too:



Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/14/11 11:25 AM

Croc: Pau-Pau Island (Japan) shows a few more garbled screens now, not only logos as before smile

Originally Posted By Kale
And next step is indeed to add the remaining input devices, including lightguns and mouses).

Mice smile
Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 08/14/11 06:03 PM

Originally Posted By R. Belmont
What's the canonical list of "doesn't run in anything", anyway? We're already running several games Yabause doesn't touch, but of course SSF is the big knowledge-hoarding kahuna.


As far as SSF goes, I mainly check these games:

Doom, Die Hard Trilogy, Croc (only works in 1 version of SSF), Revolution X. Some of them work on other emulators. Astal works with SH2 cache enabled (only needed in the title screen). Baku Baku (PAL) seems to lock up in the ending in the last few versions. VF and VF Remix have errors in the SCU DSP - sometimes when you kick someone, he/she appears on the other side of the ring. NBA Live 98 has completely screwed up ingame graphics. Wrong priorities on the RBG0 playground and something that looks like screwed up palettes on the textures (but it's probably some other issue).

And I don't see how the SSF guy is "knowledge-hoarding". Other emulators don't perform worse because they are missing documentation, but because they don't even implement everything we HAVE documentation for.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/14/11 06:10 PM

Originally Posted By zyrobs
And I don't see how the SSF guy is "knowledge-hoarding". Other emulators don't perform worse because they are missing documentation, but because they don't even implement everything we HAVE documentation for.


Because the reason a lot of games don't run in various emulators is due to the things the documentation doesn't say. It has nothing at all about how the CD block commands work, for instance, and that was *the* hangup in MESS for over 5 years.

Now every time Kale figures something out the SSF guy can see how he did it, but we have no idea how the SSF guy did anything.
Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 08/14/11 06:41 PM

So Yabause didn't have it sourced down either? It's been around for 8 years too.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/14/11 06:51 PM

Yes, and indeed I'm glad to them, and if any of the emu authors wants info about anything that doesn't boot in their emu and does to me I'm more than happy to give something back (like I've already did with Saturnin / Satourne emu authors in the past, IC13 anyone?).

And really, SSF is probably just like any other closed source emulator, i.e. if it's broken then patch and claim to be da best.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/14/11 07:01 PM

Originally Posted By zyrobs
Doom, Die Hard Trilogy, Croc (only works in 1 version of SSF), Revolution X.

Revolution X works perfectly in earlier versions of SSF.
Originally Posted By Kale
And really, SSF is probably just like any other closed source emulator, i.e. if it's broken then patch and claim to be da best.

Doubt it, since there are games that still don't work.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/14/11 07:08 PM

He probably didn't got a clue about it in either patching or fixing it properly.

Example: you think that Magic Engine is great because is shareware and all, but that statement fails because:

A) it uses cheap hacks all over the place, none of the demos works properly on that emulator (MESS has a far higher compatibilty with those, and I said all);
B) edge cases aren't emulated (Fighting Run comes to mind), because you can't cheat in some circumstances in any case;
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/14/11 07:37 PM

Nope, Magic Engine is known for hacks and the authors don't hide it.
In fact, the only shareware emu I like is Spectaculator.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/14/11 07:54 PM

... not that the other non-shareware closed source emus are any better, Kega Fusion for example "magically" fails many more Marsch tests if you hack the ROM id string.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/16/11 01:32 AM

Kidou Senshi Z Gundam - Zenpen Zeta no Kodou loves to use VDP1 user cliprect without setting that up first (title screen should give to you an hint about why they do that ...):







Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/16/11 02:32 AM

Pukunpa uses sprite window, a.k.a. another way to do transparent pens ... (not sure about the fix, that's why I log the thing for now)







Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/16/11 09:25 PM

Fixed tile number masking and FAD range check behaviour, this gives the possibility to show gfxs in Rockman X4 and sound doesn't die after few seconds (gameplay speed is still broken however):











Posted By: robiza

Re: The Sega Satan WIP/screenshot thread - 08/17/11 06:57 AM

Athete Kings is playable but the gfx of the 2nd layer exit from the top of the screen and appear in the bottom of the screen
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/20/11 02:15 PM

Gals Panic SS (Japan) -- no more controls issues/freezings, works.


Zoop (Japan) -- no more controls issues, works, transparency issues?



mr. Bones (Japan) -- works now, no more freezings/crashes, "Special Priority Mode enabled 0002, contact MAMEdev":

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 08/20/11 02:22 PM

Night Striker S (Japan/T-19901G/V1.300/Rev0) -- Boots now (black screen before), intro works fine, main menu is fine, but when you try to run the game - shows "now loading", then video stops to update, but the game itself works, according to the sounds (shooting sounds when you shoot, you can also pause and unpause the game - but only "now loading" on the screen):



World Heroes Perfect (Japan) -- Black screen now, used to show main menu before -- REGRESSION
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/20/11 03:22 PM

Night Striker S works if you change the VDP1 timing ... I definitely need info about it, sigh ...

Posted By: Hunk

Re: The Sega Satan WIP/screenshot thread - 08/19/12 10:45 PM

Anyone still interested in Mess Saturn emulator? I mostly like it because of HLSL. I've been trying to get Earthworm Jim 2 running. It runs decently except it seems to be missing things in the background etc.. Anyone else have this prob with EWJ2?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/20/12 01:27 PM

Question: what are exactly the missing things? Please post a screenshot.
Posted By: Hunk

Re: The Sega Satan WIP/screenshot thread - 08/20/12 04:01 PM

I know this one isn't much but on the Sega logo screen Earthworm Jim and other characters are missing but the accordion sound is still there.

Uploaded with ImageShack.us It's similar to the Genesis intro found here EWJ2 Intro Also even though I couldn't get any good screen shots of in game. There seems to be some slight clipping for example Enemies sort of flash at times. If that makes sense? I know these are small issues.
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 08/20/12 04:26 PM

What is it with people and the F12 key?

How about setting the default "save screenshot" key to be PrtSc instead of F12? That might make it a bit more obvious...

At least, PLEASE, crop your screenshot to the client area of the MESS window instead of posting a completely irrelevant screenshot of the programs you have running and the harddisks you have connected
Posted By: Alegend45

Re: The Sega Satan WIP/screenshot thread - 08/20/12 04:29 PM

At least Alt+PrtSc, or cropping is better than this. Even when I didn't use F12, I at least still attempted to crop as best as possible.

EDIT: Darkstar beat me to it.
Posted By: crazyc

Re: The Sega Satan WIP/screenshot thread - 08/20/12 04:32 PM

On Windows, at least, F12 breaks into the system debugger so when I'm running it in GDB and I want to take a screen shot I end up at a breakpoint instead.
Posted By: Just Desserts

Re: The Sega Satan WIP/screenshot thread - 08/20/12 04:52 PM

Originally Posted By Darkstar
What is it with people and the F12 key?

How about setting the default "save screenshot" key to be PrtSc instead of F12? That might make it a bit more obvious...

At least, PLEASE, crop your screenshot to the client area of the MESS window instead of posting a completely irrelevant screenshot of the programs you have running and the harddisks you have connected


I also like how he couldn't be bothered to press Enter, so the image is way off to the right of the post. GG, dude!
Posted By: Hunk

Re: The Sega Satan WIP/screenshot thread - 08/20/12 08:16 PM

Originally Posted By Darkstar
What is it with people and the F12 key?

How about setting the default "save screenshot" key to be PrtSc instead of F12? That might make it a bit more obvious...

At least, PLEASE, crop your screenshot to the client area of the MESS window instead of posting a completely irrelevant screenshot of the programs you have running and the harddisks you have connected
Sorry about that. I didn't think it was THAT big of a deal. All these replies were completely unhelpful and rude imo.I posted a screenshot like I was told. I wasn't told to crop it.
Posted By: Alegend45

Re: The Sega Satan WIP/screenshot thread - 08/20/12 08:21 PM

That should be obvious.
Posted By: Hunk

Re: The Sega Satan WIP/screenshot thread - 08/20/12 08:29 PM

Yeah, but it was early and I didn't think about so I apologize.
Posted By: ASH

Re: The Sega Satan WIP/screenshot thread - 08/21/12 07:15 PM

TWO rule's of the MESS board are,

1.Only enter if you have a THICK skin.
2.Only enter if rule 1 applies.

Posted By: Hunk

Re: The Sega Satan WIP/screenshot thread - 08/21/12 11:24 PM

Ha ha I guess your right. No hard feelings and I apologize if I sounded like an ass frown Just wanted to know others experiences with Earthworm Jim 2 Saturn in Mess smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/22/12 12:24 AM

I still don't know exactly WHAT are you experiencing with EJ2.
I mean, you said that there are missing gfxs, all I see is an unimpressive Sega logo?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/22/12 12:35 AM

Earthworm Jim is supposed to appear in front of the Sega logo and do stuff, similar to the Megadrive version. Apparently he doesn't show on the Saturn.
Posted By: Hunk

Re: The Sega Satan WIP/screenshot thread - 08/22/12 12:36 AM

While in game characters like Jim flash on and off (think in some older games where you get hit and your character is invincible for a second) I also noticed on the boss stage where you have to bypass the old ladies they are completely invisible lol. If a screenshot of that will help I'll take one and crop it this time.
Posted By: Just Desserts

Re: The Sega Satan WIP/screenshot thread - 08/22/12 01:43 AM

Originally Posted By Hunk
If a screenshot of that will help I'll take one and crop it this time.


Use F12, no need for cropping. smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 08/22/12 02:07 AM

And I guess I know the reason, it's again VDP1 timing ...
Posted By: Hunk

Re: The Sega Satan WIP/screenshot thread - 08/22/12 03:28 AM

Originally Posted By Just Desserts
Originally Posted By Hunk
If a screenshot of that will help I'll take one and crop it this time.


Use F12, no need for cropping. smile
Thanks man I'll keep that F12 in mind smile
Originally Posted By Kale
And I guess I know the reason, it's again VDP1 timing ...
Now that you mention it, I do get some VDP1 error.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 08/22/12 01:02 PM

Uhh, it's important to mention errors you get when reporting problems smile
Posted By: Hunk

Re: The Sega Satan WIP/screenshot thread - 08/22/12 08:18 PM

I know man, I just remembered when he mentioned it. Sorry frown
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/15/13 03:25 AM

You wouldn't know how much silly is the protection in this one ...



Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 01/15/13 04:55 AM

Interesting. So do the cheats work? smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/15/13 10:43 AM

Nope, it crashes if you attempt to load the cd-rom from it, maybe it tries to access the Flash RAM.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/23/13 03:51 PM

Added a clever hack to master/slave comms buffer, fixes at very least Rouka ni Ichidant-R when used (yes, it's behind a fake port because it's SLOOOW when used):

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/23/13 07:41 PM

Fixed Greatest Nine '97





Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 01/23/13 08:40 PM

Originally Posted By Kale
Fixed Greatest Nine '97







Great!
It's awesome to see the Saturn receiving improvements wink
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/24/13 12:22 AM

Deka Yonku ~Tough the Truck~ attempts to write on a w/o SCSP register (according to the SCSP manual). Accomplishing that makes it to go further, but it fails due of VDP1 timings again ...



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/24/13 03:21 AM

Fixed SCSP DSP read-back, Tunnel B1 / Finalist now goes past the Gaga Communications logo.







Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/24/13 05:37 PM

Saturn Compatibility List is now up.
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 01/24/13 06:42 PM

Some updates for the list, all tested with recent SVN (rev 20438)

Grandia (japan, T-4507G):

Works up to the 3rd title screen (ADX logo) then crashes MESS hard. No bracktrace. Debug build just quits, normal build prints this:
Code:
STVCD: Unhandled xfer type 0
STVCD: Unhandled xfer type 0
STVCD: Unhandled xfer type 0
CD: command exec 0cc4 0600 0000 0000 0000 (stat 4300)
No xferdnum error

-----------------------------------------------------
Exception at EIP=0000000077573483 (not found): STACK OVERFLOW
-----------------------------------------------------
RAX=0000000000260278 RBX=0000000000260318 RCX=0000000000269EA4 RDX=0000000000000098
RSI=0000000000000098 RDI=0000000000000000 RBP=0000000000000000 RSP=0000000000033FF0
 R8=000000000000007F  R9=000000004600AE34 R10=000000000837C7A0 R11=000000000C8E1E00
R12=0000000000260000 R13=00000000000000A0 R14=0000000000000000 R15=0000000077635410



Lunar Silver Star Story (jap, T-27901G):


Intro A/V sync completely whacked, audio skips frequently. Main menu shows only BG, menu items are not visible (see pic #4)


Neon Genesis Evangelion (jap, GS-9141)
Doesn't work, black screen only

Tenchi Muyo! Ryououki Gokuraku (jap, T-21801G)
Doesn't work, black screen only
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/24/13 06:56 PM

Fixed SCIEB not updating irqs, fixes Alien Trilogy booting.





Originally Posted By Darkstar
Some updates for the list, all tested with recent SVN (rev 20438)

Grandia (japan, T-4507G):

Works up to the 3rd title screen (ADX logo) then crashes MESS hard. No bracktrace. Debug build just quits, normal build prints this:
[code]
STVCD: Unhandled xfer type 0
STVCD: Unhandled xfer type 0
STVCD: Unhandled xfer type 0
CD: command exec 0cc4 0600 0000 0000 0000 (stat 4300)
No xferdnum error


I know what's the deal with Grandia, it heavily uses the SCU DSP on FMV and our current (non-)CPU core doesn't like it, at all.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/26/13 07:44 PM

Suprised nobody ever tried this:





ToDo: how to support multi-tap?
Posted By: Darkstar

Re: The Sega Satan WIP/screenshot thread - 01/26/13 11:49 PM

Originally Posted By Kale
Suprised nobody ever tried this:





Holy crap, a 10-player Bomberman? How does that work, 10x-MultiTap or what?
Posted By: LoganB

Re: The Sega Satan WIP/screenshot thread - 01/26/13 11:57 PM

2 multitaps, as the Saturn multitap could support 6 players. I wonder if ANY other games use this capability.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 02:39 AM

Originally Posted By Kale
Suprised nobody ever tried this

ToDo: how to support multi-tap?


I did. It wasn't working (crashed after the title screen as reported in this thread on 06/18/11). Nice to see it working. grin And yes, 10 player bomber an is every bit as great as it sounds.

Guess I should try my other rips given the recent updates you've been making.
Posted By: Stiletto

Re: The Sega Satan WIP/screenshot thread - 01/27/13 06:21 AM

It's not just the rareness of finding this in games - the Saturn is the only console that can do this AFAIK. I've done this with a real Saturn, it is amazing. :D
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 01/27/13 11:43 AM

Originally Posted By LoganB
2 multitaps, as the Saturn multitap could support 6 players. I wonder if ANY other games use this capability.


Street Racer supports 8 players, Fire Pro Wrestling: 6 Man Scramble and Guardian Heroes - 6 players, Noon and Winter Heat - 4 players, Three Dirty Dwarves and Mercs from Capcom Generation 4 - 3 players.

Originally Posted By Stiletto
It's not just the rareness of finding this in games - the Saturn is the only console that can do this AFAIK. I've done this with a real Saturn, it is amazing. laugh

There was a special HDTV Bomberman game with 10 players support (the first HDTV game ever) on modified PCE hardware for Hudson Soft Gaming Caravan event in 1993, but I doubt it will ever be dumped/emulated.
Posted By: LoganB

Re: The Sega Satan WIP/screenshot thread - 01/27/13 11:59 AM

So, basically, only two games used, two multitaps at once. I kinda see why, though, with having to handle up to 12 inputs at once.
*lightbulb*
12-player homebrew... there's a thought. Screw Xbox Live, we're playing locally!
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 01/27/13 12:58 PM

Death Tank Zwei could have 7 players (1 multitap + a controller in the second slot). So it's not really 2 multitaps, but it's close smile
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 03:33 PM

Figured I'd retest with latest (SVN 20531). I see some progress in the first few games I tested.

Blazing Tornado (Japan) is now playable.







Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 03:36 PM

Last Bronx (Japan) is working, but the character models during the fight are just shadows.







Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 03:44 PM

Last Bronx Special Disc (Japan) is booting now. Character models are shadows in the background. I have no idea what this game is supposed to be/do and can't read the language so I wasn't able to test much of anything...







Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 01/27/13 03:49 PM

Just note with Last Bronx the parent set which was converted from the Redump collection at the time does not boot (or at least didn't a few days ago when I checked)

The two converted from other collections booted, but have the same 'shadow sprite' problem.

Wouldn't surprise me if it's something similar to what we're seeing with some Redump PSX discs..
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 04:03 PM

Just to be clear, everything that I am testing/posting are CHDs made myself from the actual discs.

Marvel Superheroes (Japan) is working now.







Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 04:13 PM

X-Men VS Street Fighter gets a bit further than my loast test, but freezes at a NOW LOADING screen. MESS crashes at this point.

Here's the output running with -verbose (not sure if this is helpful?)


Quote:
CD: command exec 0f46 6300 0000 0000 0001 (stat 0300)
CD: command exec 0fc4 0600 0000 0000 0000 (stat 4300)
curfad reject 0000b4d9 00000007 000000f0 000004ab
CD: command exec 0f46 6300 0000 0000 0001 (stat 0300)
CD: command exec 0fc4 0600 0000 0000 0000 (stat 4300)
curfad reject 0000b4da 00000006 000000f0 000004ab
CD: command exec 0f46 6300 0000 0000 0001 (stat 0300)
CD: command exec 0fc4 0600 0000 0000 0000 (stat 4300)
curfad reject 0000b4db 00000005 000000f0 000004ab
CD: command exec 0f46 6300 0000 0000 0001 (stat 0300)
CD: command exec 0fc4 0600 0000 0000 0000 (stat 4300)
curfad reject 0000b4dc 00000004 000000f0 000004ab
CD: command exec 0f46 6300 0000 0000 0001 (stat 0300)
CD: command exec 0fc4 0600 0000 0000 0000 (stat 4300)
curfad reject 0000b4dd 00000003 000000f0 000004ab
CD: command exec 0f46 6300 0000 0000 0001 (stat 0300)
CD: command exec 0fc4 0600 0000 0000 0000 (stat 4300)
curfad reject 0000b4de 00000002 000000f0 000004ab
CD: command exec 0f46 6300 0000 0000 0001 (stat 0300)
CD: command exec 0fc4 0600 0000 0000 0000 (stat 4300)
curfad reject 0000b4df 00000001 000000f0 000004ab
CD: command exec 0f56 6300 0000 0000 0001 (stat 0100)
CD: command exec 0fd4 0600 0000 0000 0000 (stat 4100)
CD: command exec 0fd0 11ff ffff 0000 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1200 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1300 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1400 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1500 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1100 0000 (stat 0100)
CD: command exec 0fd0 11ff ffff 0000 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1200 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1300 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1400 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1500 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1100 0000 (stat 0100)
CD: command exec 0fd0 11ff ffff 0000 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1200 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1300 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1400 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1500 0000 (stat 0100)
CD: command exec 0f90 4800 0000 1100 0000 (stat 0100)

Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 04:50 PM

Dark Savior (USA) gets to the title screen now, but seems to crash at different points. I got a few messages...

SCSP SCIEB Enabled 00e0, contact MAMEDev
Gradiation enabled 9051, contact MAMEDev



Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 04:53 PM

Last Bronx (USA) is working exactly the same as Japan. You can play, but the character models are just shadows.
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 05:25 PM

World Series '98 (USA) works now, but I'll be damned if I can figure out how to swing.



Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 01/27/13 08:10 PM

Originally Posted By Haze
Wouldn't surprise me if it's something similar to what we're seeing with some Redump PSX discs..

What do you mean?
Posted By: B2K24

Re: The Sega Satan WIP/screenshot thread - 01/27/13 08:14 PM

Originally Posted By F1ReB4LL

What do you mean?


Page 35 of the playstation thread about halfway down.

"Making a chd from the Redump image doesn't work, but mounting the redump image in demon tools and using imgburn to create a single bin/cue works"
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/27/13 08:27 PM

Fixed HardCore 4x4 / Deka Yonku missing 3d:



Posted By: Just Desserts

Re: The Sega Satan WIP/screenshot thread - 01/27/13 08:30 PM

Originally Posted By Kale
Fixed HardCore 4x4 / Deka Yonku missing 3d:





You know, for a Saturn game, that actually looks pretty good. smile
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 01/27/13 09:28 PM

Originally Posted By B2K24
Originally Posted By F1ReB4LL

What do you mean?


Page 35 of the playstation thread about halfway down.

"Making a chd from the Redump image doesn't work, but mounting the redump image in demon tools and using imgburn to create a single bin/cue works"

Maybe a chdman bug or something. Both CDs of Last Bronx have a 2nd track in Mode2 with the pregap partially in Mode1, so maybe it confuses either chdman or MESS. Images from other sources can be with the pregap cut away and replaced with PREGAP string in cue.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 01/27/13 09:30 PM

Some of the redump images also fail in pSX/ePSXe but the daemon tools "rerip" works.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 01/27/13 09:35 PM

Originally Posted By R. Belmont
Some of the redump images also fail in pSX/ePSXe but the daemon tools "rerip" works.

If it cuts away pregaps and replaces them with PREGAP-generated sectors, it's possible. Though, I'd like to see the list of such images and original/"rerip" sector-by-sector comparison (via PM or in other thread, of course).
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 01/27/13 09:44 PM

I'm still waiting to get one of the rerips myself. I'll post here what I find out.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/27/13 10:22 PM

By logic, synchronize() function is far better than the current boost_interleave() / trigger() thing in minit/sinit comms. Fixes booting in Densetsu no Ogre Battle and presumably makes games less crash-y. It does the same thing as Feda during loading tho (i.e. slave CPU goes to la-la-land), so it's not really working.



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/27/13 10:41 PM

Blast Wind now goes further too, crashes at the FMV (SH-2 code gets corrupted for unknown reasons). I've managed to play it by skipping the FMV asap.







Also, Shinrei Jusatsushi Taromaru doesn't crash anymore at the options menu.

Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 01/27/13 10:57 PM

Nice Kale. Great shmup with a pretty damn good soundtrack. smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/29/13 01:31 AM

r20594 improves timings for SCU DMAs, and makes them less random. First noticeable improvement is for FMVs, that are now a lot less jumpy.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/29/13 01:44 AM

Astra SuperStars character select bug is now fixed:



Choro Q Park doesn't crash anymore at the car select, but it does at gameplay now (shrug!):



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/29/13 03:41 AM

Postcards from Cho Makai Mura:










(Rotation in level 4 is done thru SCU DSP ... groovy)
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/29/13 05:48 PM

Support for SMPC TH control mode, fixes inputs in the (kusoge-ish) Heisei Tensai Bakabon Susume! Bakabons







Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/29/13 09:54 PM

Support for illegal opcode exceptions in SH-2 core, fixes fatal crashes/asserts during loading in at least the following games:

Densetsu no Ogre Battle
Falcom Classics Vol. 1
Feda Remake!
Frank Thomas Big Hurt Baseball (yep, video is beautifully fucked up, also has curfad reject issues).

Please note that SH-2 DRC isn't yet supported for the time being, hopefully that Arbee will do that later this day.









Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 01/29/13 10:33 PM

My Saturn tests
America:
batmanfu: after choose characters, it hangs in next loading...
segasatu: Shows complete wink

Europe:
batmanf: same of 'batmanfu'.
virtuafi: in MANUAL MODE if you moves the photo, some graphics problems appear...

Japan:
chasehqs: System Hangs so long the level begin frown
cotton2: Just in begin of level, the emulator hangs frown
dezaemo2: Some graphics problems ingame... But it's entering in the gameplay smile (buts only circa of 37% speed in my computer :p)
mjganryu: It's running very well smile
sonicext: Regression: It was only with some graphics issues, but now, freeze in game logo :p
tamagotc: It's running well smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/29/13 10:36 PM

Originally Posted By Shideravan

cotton2: Just in begin of level, the emulator hangs frown


This one works to me, at least by using the official XML image.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/29/13 11:09 PM

Dark Saviour boots too, unfortunately it needs VDP1 CEF to be off somehow, I'll try to dig the documentation to see where that happens:







Choro Q Park allowed me to do a free run too:



Posted By: MikeAbson

Re: The Sega Satan WIP/screenshot thread - 01/30/13 12:11 AM

No screenshots, but from memory:

Quake (PAL) - Freeze at disclaimer screen, also causes MESS to lock up when this happens.

NFS - Works, but half the screen is the car, the other appears to be the sky overlapping the road. The steering wheel also gets stuck and remains on screen after changing the view.

DOOM - 2D only, no 3D stuff being displayed during gameplay.

Daytona Championship Editon? (PAL): Missing 3D stuff sometimes (mentioned before I believe)
Posted By: crazyc

Re: The Sega Satan WIP/screenshot thread - 01/31/13 07:57 PM

Don't know if anyone did this one yet.
Radiant Slivergun -- Seems okay the tiny bit I played with just very minor graphical problems.



Panzer Dragoon Saga (U) -- Jumps into the weeds at Team Andromeda logo.
Posted By: mahlemiut

Re: The Sega Satan WIP/screenshot thread - 02/01/13 05:21 AM

r20645

Now that the DRC SH-2 supports it, time for more Feda Remake shots wink

Voices in non-FMV cut scenes are shockingly out of sync, and you can't save your game, but it otherwise very playable.











Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/05/13 09:29 PM

Fixed VRAM mirror, fixes missing gfxs in Civilization and Silhouette Mirage:





Posted By: Rayman

Re: The Sega Satan WIP/screenshot thread - 02/05/13 09:39 PM

Someone tested Nights?
It's already booting?

(just curiosity, I love that game)
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/05/13 09:47 PM

Nights boots, but it has a fair share of gfx issues so it isn't really playable.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/06/13 02:41 AM

Added drawgfxzoom for rgb555, fixes gfxs for Croc:





Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/06/13 05:29 AM

Ok, here's another episode "it's fucked up!" corner:

Croc hangs after the title screen because the SCU DSP tight loops. fwiw I've hooked up a quick hack and here's the gfxs too:







Full snippet:

Code:
00	00001C00	                                                  MOV #$0,CT0
01	00003600	                                                  MOV M0,RA0
02	00001C04	                                                  MOV #$4,CT0
03	C001000C	DMA2 D0,M0,#$C
04	D3400004	JMP T0,$4
05	00001E01	                                                  MOV #$1,CT2
06	88010000	MVI #$10000,MC2
07	00001C01	                                                  MOV #$1,CT0
08	00823500	                                        CLR A     MOV M0,PL 
09	08040000	OR                                      MOV ALU,A           
0A	D208000D	JMP NZ,$D
0B	00000000	NOP       
0C	F8000000	ENDI
0D	00001E02	                                                  MOV #$2,CT2
0E	00801515	                                                  MOV #$15,PL
0F	14040000	SUB                                     MOV ALU,A           
10	D2100016	JMP NS,$16
11	00000000	NOP       
12	00023200	                                        CLR A     MOV M0,MC2
13	00003009	                                                  MOV ALL,MC0
14	D0000018	JMP $18
15	00000000	NOP       
16	00003009	                                                  MOV ALL,MC0
17	88000015	MVI #$15,MC2
18	00003600	                                                  MOV M0,RA0
19	00001D00	                                                  MOV #$0,CT1
1A	00001E02	                                                  MOV #$2,CT2
1B	01E20000	                    MOV MC2,P           CLR A               
1C	10040000	ADD                                     MOV ALU,A           
1D	28040000	SL                                      MOV ALU,A           
1E	10043209	ADD                                     MOV ALU,A MOV ALL,MC2
1F	01801E03	                    MOV M0,P                      MOV #$3,CT2
20	10003009	ADD                                               MOV ALL,MC0
21	C0012102	DMA2 D0,M1,M2
22	94000001	MVI #$1,PL
23	00001C04	                                                  MOV #$4,CT0
24	00001E02	                                                  MOV #$2,CT2
25	00069D00	                                        MOV M2,A  MOV #$0,CT1
26	14041F00	SUB                                     MOV ALU,A MOV #$0,CT3
27	00003A09	                                                  MOV ALL,LOP
28	00001B2B	                                                  MOV #$2b,TOP
29	00001E00	                                                  MOV #$0,CT2
2A	00821500	                                        CLR A     MOV #$0,PL
2B	12593209	ADD       MOV MC1,X           MOV MC0,Y           MOV ALL,MC2
2C	035B1E00	          MOV MC1,X MOV MUL,P MOV MC0,Y CLR A     MOV #$0,CT2
2D	1B5D3D06	AD2       MOV MC1,X MOV MUL,P MOV MC0,Y MOV ALU,A MOV MC2,CT1
2E	1B2D0000	AD2       MOV M2,X  MOV MUL,P MOV MC0,Y MOV ALU,A           
2F	1B5D1E00	AD2       MOV MC1,X MOV MUL,P MOV MC0,Y MOV ALU,A MOV #$0,CT2
30	1B5B330A	AD2       MOV MC1,X MOV MUL,P MOV MC0,Y CLR A     MOV ALH,MC3
31	1B5D3D06	AD2       MOV MC1,X MOV MUL,P MOV MC0,Y MOV ALU,A MOV MC2,CT1
32	1B2D0000	AD2       MOV M2,X  MOV MUL,P MOV MC0,Y MOV ALU,A           
33	1B5D0000	AD2       MOV MC1,X MOV MUL,P MOV MC0,Y MOV ALU,A           
34	1B5B330A	AD2       MOV MC1,X MOV MUL,P MOV MC0,Y CLR A     MOV ALH,MC3
35	1B5D0000	AD2       MOV MC1,X MOV MUL,P MOV MC0,Y MOV ALU,A           
36	1B2D1E00	AD2       MOV M2,X  MOV MUL,P MOV MC0,Y MOV ALU,A MOV #$0,CT2
37	19041C04	AD2                 MOV MUL,P           MOV ALU,A MOV #$4,CT0
38	1800330A	AD2                                               MOV ALH,MC3
39	E0000000	BTM
3A	00869503	                                        MOV M2,A  MOV #$3,PL
3B	00001C03	                                                  MOV #$3,CT0
3C	00003700	                                                  MOV M0,WA0
3D	00001E03	                                                  MOV #$3,CT2
3E	00001F00	                                                  MOV #$0,CT3
3F	C0013302	DMA2 M3,D0,M2
40	00863502	                                        MOV M0,A  MOV M2,PL 
41	10003009	ADD                                               MOV ALL,MC0
42	D3400042	JMP T0,$42
43	00000000	NOP       
44	D0000007	JMP $7


Other than being VERY slow, there's another problem: master SH-2 definitely needs the ENDI opcode, at location 0x0c ... but how it's reached?
fwiw Yabause doesn't hang just because they zero the ALU register at NOPs, and other than being an horrible hack it also gives no gfxs at all.
Not something that I can fix without a proper CPU core, in any case ...
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/06/13 05:47 AM

Cross Romance doesn't like our handling of FBCR = 3, just like Slam N Jam '96.
Moved that variable around, hopefully will check out if there's any problem ...





Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/06/13 01:23 PM

And here's Slam N Jam '96. Floor should be a good test case for linescroll/linezoom.



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/06/13 04:25 PM

Fixed a very stupid bug with linezoom, fixes the floor in at least Slam N Jam.



Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/06/13 04:26 PM

Nice! I believe there were some vdp2 roz floor issues with Die Hard Arcade/Dynamite Deka as well, maybe this fixes those too.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/06/13 04:29 PM

Advanced V.G. is fixed too, unsurprisingly:

Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 02/06/13 06:00 PM


Guardian Heroes characters are sliced.

In an unrelated note, why do I get a checksum mismatch with the software list if I create a CHD from the redump.org dump? E.g.
Quote:
sat-0834-guardian_heroes-usa.chd WRONG CHECKSUMS:
EXPECTED: SHA1(84d67a2a19c635f90a3fa709cb1d0a64ef9e3896)
FOUND: SHA1(f87c583d18cb872bc2d25c69d2fb97a5595e52a5)
Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 02/06/13 06:12 PM

because the original chd did not come from redump? (e.g. it was undumped at time? or because haze took the file from another collection?)
I have no idea if Haze kept track of the files he used to generate the chds, other than for the filename (which is used for current chd name...)
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/06/13 06:21 PM

Last Bronx 3d colors fixed:







Posted By: ASH

Re: The Sega Satan WIP/screenshot thread - 02/06/13 06:43 PM

nice work smile
Posted By: minireaper

Re: The Sega Satan WIP/screenshot thread - 02/06/13 07:09 PM

from the filename its from darkwater not redump.


eh, was meant as a reply to #85274
Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 02/06/13 08:16 PM


Some priority issues with Sonic 3D (US) (but probably should be verified against a real console).
I also got an "Illegal sprite list, contact mamedev" message after completing the 1st bonus stage successfully.
Posted By: zuzma

Re: The Sega Satan WIP/screenshot thread - 02/07/13 07:55 AM



Waku Waku puyo puyo dungeon has a similar priority problem. Among other transparency oddities not seen in this screenshot.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 02/07/13 08:19 AM

priority stuff isn't really handled at all, the whole vdp1 stuff is crap and i'm not even sure exposes all the data needed, or at least last time I checked didn't.

most of the 'retro' packs have similar priority issues too as a result.

Posted By: zuzma

Re: The Sega Satan WIP/screenshot thread - 02/07/13 10:20 PM

I'm honestly grateful it even works at all. I hear the system is crazy complicated and not in a good way. Will it be pretty difficult to rewrite the vdp1? I hope he can reuse a lot of the stuff from the old one so it's not nearly as terrible to work on.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/08/13 02:57 PM

Bitmap layer WIP





Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/08/13 05:25 PM

Ok, fixed bitmap linescrolling for good, fixes at this round are composed of:

BackGuiner (original and sequel) are now fully playable, fixed the text and the slowdown;
Burning Rangers with correct FMV gfxs
Code R doesn't assert anymore at the "Now Loading" screen (it seems pretty picky with the m68k comms code tho, so it's prone to hang)
Densha de Go Ex is now playable, even though is a bit slow (presumably it uses the SCU DSP)
Real Mahjong Adventure - Umi-he - Summer Waltz huge slowdown at title screen fixed too.
And probably more...







Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 02/09/13 06:01 AM

World Series Baseball (USA)

Has regressed frown
week ago (svn20643):
it went ingame


3 days ago (svn20762):

get's to here before it freezes.

today (svn20851):
gets to here:

before it locks mess solid, only way to end mess is by using taskmanager
Posted By: JonasP

Re: The Sega Satan WIP/screenshot thread - 02/09/13 08:47 AM

FMV's now work in Mega Man X4 too
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 02/09/13 09:53 AM

Rayman (USA)

when booting it tells me to contact MAMEdev laugh


But it boots fine and the demo plays ok


but minor graphic probles in the demo cut screens


But it's not playable due to it not seeing any input
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/09/13 04:55 PM

Originally Posted By Kaylee
World Series Baseball (USA)

Has regressed frown
week ago (svn20643):
it went ingame


3 days ago (svn20762):

get's to here before it freezes.

today (svn20851):
gets to here:

before it locks mess solid, only way to end mess is by using taskmanager


Caused by my VDP1 fix with manual erase, urgh.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/09/13 06:32 PM

Fixed Rayman inputs (explanation pending on another day):

Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 02/09/13 08:37 PM

Originally Posted By Kale
Fixed Rayman inputs (explanation pending on another day):



Cool!
Saturn its being better than Jaguar driver wink
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 02/09/13 11:03 PM

I can get into (and play) a battle royal in Fire Pro Wrestling with revision 20879, but the bahavior is incorrect. If a wrestler is eliminated by pinfall, they should leave the ring, but they stick around and continue fighting.

Don't know if that's particularly interesting, but I was surprised...
Posted By: yugffuts

Re: The Sega Satan WIP/screenshot thread - 02/09/13 11:12 PM

Panzer Dragoon Zwei gets in game now.



Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 02/10/13 08:44 AM

Originally Posted By Shideravan
Originally Posted By Kale
Fixed Rayman inputs (explanation pending on another day):



Cool!
Saturn its being better than Jaguar driver wink


Well most things are better than the Jaguar driver :-p

actually Rayman on the Jag is an interesting case, the collectables are being drawn in the right places, but the actual collision boxes are half the screen away.

I guess it can only be a CPU bug with the DSPs, the 68k is basically trusted, and afaik the video blitter doesn't have hardware collision.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/10/13 10:39 PM

Originally Posted By Kale
Fixed Rayman inputs (explanation pending on another day):



Explaination:

SMPC sets up INTBACK command with IREG[0] = 0 IREG[1] = 0x08 (peripheral data acquire) at vertical line 1-7, and tries to read it way faster than normal behaviour. If the input format isn't recognized it throws a BREAK & pulls bit 6 of IREG[0] high. After it, our current emulation finally executes the command, that it becomes a NON-peripheral data acquire.
I think the real problem lies on the fact that at least the first byte should be ready by the time that the SH-2 reads it back, but whatever, I've buffered the params and what counts is that Rayman has now working inputs. smile

In the other news: realized that the aforementioned Croc SCU DSP bug also happens with some early Psygnosis games (3D Lemmings, Destruction Derby and Assault Rigs). I've hacked it to return zero on the OR opcode when the result is negative in my local build, and here's some WIP snaps:











Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 02/10/13 11:44 PM

Noticed that the following entry in your compatibility list was empty.

Code:
Akumajou Dracula X ~Gekka no Yasoukyoku~	T-9527G


Does this mean it is worth us non-dev folk testing these games?

If so, the selection cursor is off centre in the menus.



The game also hangs on a black screen after the 'Now Loading' screen.

Mess SVN [r20918] Windows 7 64-bit

If not, pardon the noise smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/10/13 11:53 PM

Works to me.



Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/11/13 01:16 AM

Ok, decided to hack the SCU DSP issue around for the time being.
Also fixed TH Control Method bug, fixes 3D Lemmings inputs:





So, this batch fixes:
3D Lemmings
Assault Rigs
Croc
Destruction Derby

(Other early Psygnosis games? Wipeout?)
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 02/11/13 05:35 AM

Originally Posted By Kale

(Other early Psygnosis games? Wipeout?)


Yes, Wipeout now gets ingame without hardlocking.



Quake also kinda runs now, without locking up at least, but the enemies are a bit messy ;-)







Hexen as well (which didn't at least last year)
Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 02/11/13 11:05 AM

Originally Posted By Kale
Works to me.





- Input your name as 'Alucard ' without the '' and with the white space at the end
- Select Maria
- Game hangs after the 'Now Loading' screen

Playing as Maria with other names results in a yellow screen at the the first water section.



MESS SVN [r20931]
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/11/13 01:18 PM

Ok, I'm sure I've played with Maria before, so it's certainly a regression.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/11/13 01:34 PM

Given the low quality of the port and the shouldn't-affect-emulation steps, has this been verified to work on hardware? smile
Posted By: Christina

Re: The Sega Satan WIP/screenshot thread - 02/11/13 01:56 PM

Originally Posted By Dr. Spankenstein
Originally Posted By Kale
Works to me.





- Input your name as 'Alucard ' without the '' and with the white space at the end
- Select Maria
- Game hangs after the 'Now Loading' screen

Playing as Maria with other names results in a yellow screen at the the first water section.



MESS SVN [r20931]

Water sections in Dracula X family is always a problem in MESS...
Please see the famous water bug in Chi no Rondo at PCE CD frown
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/11/13 02:18 PM

Weird, I can't reproduce it constantly. i.e. sometimes it works to me. -.-"
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/12/13 12:27 AM

Bug does two weird things:

A) accesses IST bit 1 (vblank-out event) on Sega Away logo but the irq is enabled, so it never trips with current logic.
B) accesses A-Bus Dummy at some point. If 0 then the SH-2 executes wrong code and an illegal opcode too.

B might be an side-effect of something else going wrong (CD Block?), infact right now the FMV doesn't play at all. But for now, Bug! is half-fixed:





Let me know if anything break with this.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/12/13 02:57 AM

Black Matrix WIP snaps:





It has an issue with a RAM content in the stack RAM ... not yet nailed down the cause ...

It also have an amusing issue with sample pitch (they are way too fast), but that's another story.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/12/13 03:13 AM

That's interesting, the Black/Matrix SSFs play quite well in AO (which uses MAME's SCSP). The one song is kind of a House of Pain rip, it's fun to leave on loop smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/12/13 02:51 PM

Ok, fixed:





Uses the same annoying format as the PC Engine CD games ... thank God we are a multi-system emulator so it was actually trivial to fix smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/12/13 03:25 PM

AquaZone also started to boot, and I really think that garbage on title screen is due of missing raster effects:



Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 02/12/13 04:03 PM

Originally Posted By Kale
Ok, fixed:





Uses the same annoying format as the PC Engine CD games ... thank God we are a multi-system emulator so it was actually trivial to fix smile


Just a note, this fixes the redump.org dump 'blckmtxa' which is listed as 'reprint' version, but actually breaks the 'blckmtrx' set which worked before.

I think the problem is different drives interpret the TOC in different ways so you get different reads, would be interesting to see which image works when burned back to a disc (or if both do, or if it again depends on the burning software)

That's why it's kinda good that we have multiple images for some games listed tho, so things like this get highlighted, although it's not good in the sense that it's a horrible messy situation, but you expect that with dumps for CD based systems smirk

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/12/13 04:06 PM

Solo Crisis FMV is also fixed:

Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 02/12/13 04:38 PM

smile
Playstation or Saturn...
Which will gain the good status first?
*.*
Nice work, devs wink
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 02/12/13 05:35 PM

Originally Posted By Shideravan
smile
Playstation or Saturn...
Which will gain the good status first?
*.*
Nice work, devs wink

ATM, Saturn. Seems the PSX development is on a hiatus. laugh grin wink
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 02/12/13 05:43 PM

Originally Posted By Kaylee
Originally Posted By Shideravan
smile
Playstation or Saturn...
Which will gain the good status first?
*.*
Nice work, devs wink

ATM, Saturn. Seems the PSX development is on a hiatus. laugh grin wink

Please, don't leave that driver abandoned again frown
I was so happy with the recent works :p
Both drivers improving together?
Surely a nice propaganda for the whole project wink
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 02/12/13 06:08 PM

A update:

World Series Baseball (USA)

Gets in game, but you can only hit the ball once, since the other team never plays futher (against the cpu)

Duke Nukem 3D:
Weapons now show, Duke used his shoe to shoot before today, now he use real weapons:


But you can see straight thru buildings


Sega Rally Championship (USA)
Get's futher before it hardlocks mess.
Posted By: Alegend45

Re: The Sega Satan WIP/screenshot thread - 02/12/13 06:12 PM

I heard that port sucked, but good thing it's emulated by MESS, so that EVERYBODY can remember its suckiness.
Posted By: Phil Bennett

Re: The Sega Satan WIP/screenshot thread - 02/12/13 06:23 PM

Originally Posted By Alegend45
I heard that port sucked, but good thing it's emulated by MESS, so that EVERYBODY can remember its suckiness.


Three words: Death Tank Zwei. No idea about the actual game mind you smile
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/12/13 06:59 PM

The Saturn FPS ports by Lobotomy were quite good actually. Duke was real 3D polygons when the PC original was basically Doom-level tech, for instance, and Quake had multiple colored light sources back when that was amazing.

But yeah, Death Tank Zwei is gaming perfection.

ETA: I highly recommend this 2009 interview with Ezra Dreisbach, who programmed the Saturn versions of all of those games and created Death Tank.
Posted By: Alegend45

Re: The Sega Satan WIP/screenshot thread - 02/12/13 07:54 PM

Whenever my PC emulator gets to the point of emulating a Tseng ET4000, I really need to do the NV1, as I've heard that its hardware is like the Saturn, but for the PC. That would be pretty neat, if I'm ever able to get my hands on an NV1.
Posted By: Just Desserts

Re: The Sega Satan WIP/screenshot thread - 02/12/13 08:53 PM

Originally Posted By Alegend45
Whenever my PC emulator gets to the point of emulating a Tseng ET4000, I really need to do the NV1, as I've heard that its hardware is like the Saturn, but for the PC. That would be pretty neat, if I'm ever able to get my hands on an NV1.


Hahahahahahaha
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/12/13 09:40 PM

Enough with this babblecrap:

WIP Window effect rewrite:

Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/12/13 09:46 PM

Wow, that looks a bit different from the arcade smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/12/13 09:53 PM

Fixed sprite window too (disregard priorities)

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/13/13 04:34 AM

Fixed Yoshimoto Mahjong booting, caused by a side issue with CD block behaviour:





Basically, they issue 0x10 (Play) then quickly checks 0x63 (Get then Delete Sector Data). If data isn't fully ready it expects a REJECT status.
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 02/13/13 10:04 PM

Originally Posted By Haze
Originally Posted By Shideravan
Originally Posted By Kale
Fixed Rayman inputs (explanation pending on another day):



Cool!
Saturn its being better than Jaguar driver wink


Well most things are better than the Jaguar driver :-p

actually Rayman on the Jag is an interesting case, the collectables are being drawn in the right places, but the actual collision boxes are half the screen away.

I guess it can only be a CPU bug with the DSPs, the 68k is basically trusted, and afaik the video blitter doesn't have hardware collision.


Yeah...
You're right...
But the best part that at less the collision system was fixed!

http://mame.dorando.at/svn/?rev=20938

Thanks, Ville Linde!
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/15/13 08:31 PM

Added preliminary CD block command 0x64, used by:

After Burner 2
Dungeon Master Nexus
Fantasy Zone
Out Run














None of the Sega Ages games seems to love our SCSP core so no samples for them, and Out Run currently hangs at a sound check at the Sega logo ...
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 02/15/13 10:33 PM

Nice progress smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/15/13 11:33 PM

Fixed Out Run booting too, it uses the RESET opcode on the m68k part, this means that despite what the documentation says, it's definitely valid. My theory is that the SMPC actually reads the RESET/HALT state on it, and has a way to sense if that is triggered.



Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/16/13 01:23 AM

Nice to see the Sega Ages stuff work.

What's "high profile" for Saturn that doesn't run yet?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/16/13 02:18 AM

On top of my head:

Daytona USA CE / Sega Touring Car Championship / Virtual On: doesn't display all of the 3d.
Baroque: hard-locks MESS during new game loading
Panzer Dragoon RPG: Carl reported that the US version doesn't work, but at least my JP version does.
Magical Hoppers / Pandemonium: uses SCU DSP in parallel, hence it doesn't work with current non-CPU core model.
X-Men vs. Street Fighter: again uses SCU DSP for CD loading (!) and never disables it (the Master SH-2 does it afterwards)
Grandia: hangs/crashes at the FMV (works if you are fast enough to skip it)
Riglord Saga 2 / Sword & Sorcery: uses Copy Sector Data CD block command (check SVN #r21109 for that)
Baku Baku Animal: first needs pad 2 to be unconnected (!) then it crashes anyway after FMV.
Dark Saviour / Fatal Fury 3: still needs CEF bit from VDP1 to be properly understood
Guardian Heroes: hangs at second boss (comms issue?)
Goiken Muyou ~Anarchy in the Nippon~ : crashes/hangs randomly
Solo Crisis: black screen after choosing new game, no hell of an idea.
Bio Hazard: unusable inventory screen, needs proper cliprect support in VDP1 (== rewrite, basically)
Falcom Classics Vol. 2: doesn't accept start button
Tactics Ogre: ugly fugly gfx garbage, needs to be worked on.
Kisuisyou Densetsu Astal: don't ask.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/16/13 03:18 AM

Fixed RGB32 with zooming mode, fixes FMV in Wangan Midnight Dead Heat + Real Arrange (game still not working):

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/16/13 04:28 PM

Wangan Midnight Dead Heat + Real Arrange actually uses line window for masking the "NOW LOADING" screen. Problem is that performance gets a noticeable hit if I implement it ... I've also tried to do function pointers ... ending up in having an even bigger performance hit compared to a normal conditional -.-"

WIP shots:









EDIT: and here's the code diff, if you have ideas to optimize this be my guest:

http://pastebin.com/LJMGpX6d
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/16/13 04:49 PM

Layer Section sprites got fixed at some point, they were throwing illegal sprites in vanilla 0.148:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 02/17/13 02:09 PM

Alien Trilogy (Japan) -- works fine, but displays "SCSP SCIEB enabled 0020, contact MAMEDev" on the title screen.
Chibi Maruko-chan no Taisen Puzzledama (Japan) -- still the black screen after the Konami intro
Crimewave (Japan) -- still the black screen after the intro
G Vector (Japan) -- still missing many polygons on the background
Night Striker S (Japan) -- still hangs after the menu (different timings needed?)
Whizz (Japan) - still the black screen with "Gradation enabled 8100, contact MAMEDev" message
World Heroes Perfect (Japan) -- still regressed (black screen only, used to show title screen many versions ago)
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/18/13 01:40 AM

Fixed a silly bug with false connector reading, fixes Ultraman Zukan booting (even though it needs the proper fix for the aforementioned Black Matrix bug)



It has VERY wrong DMA transfers afterwards, so it isn't really working.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/18/13 01:53 AM

Originally Posted By F1ReB4LL
Alien Trilogy (Japan) -- works fine, but displays "SCSP SCIEB enabled 0020, contact MAMEDev" on the title screen.


Not a real problem, but perhaps I should change the log to trip when an actual write to irq port bit 5 occurs.

Quote:
Chibi Maruko-chan no Taisen Puzzledama (Japan) -- still the black screen after the Konami intro


Trips illegal opcode, and the Konami logo CD-DA is noticeably offset, maybe it's a disk geometry issue?

Quote:
Crimewave (Japan) -- still the black screen after the intro


Again illegal opcode.

Quote:
G Vector (Japan) -- still missing many polygons on the background
Night Striker S (Japan) -- still hangs after the menu (different timings needed?)


VDP1 timing issue. I need to nail down the exact point where the VDP1 starts fetching data, it's neither v-blank nor line 0
(and I actually don't think it can do data fetching on the fly). Command & Conquer is currently regressed also due of it.

Quote:
Whizz (Japan) - still the black screen with "Gradation enabled 8100, contact MAMEDev" message
World Heroes Perfect (Japan) -- still regressed (black screen only, used to show title screen many versions ago)


Don't have neither of those at the time I'm writing.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/18/13 08:52 PM

Baroque hard-locks because it currently calls spurious SH-2 DMA irqs. Fixing that makes it to boot with the usual 0x6100 -> 0x0600 sound streaming bug also seen in other games (plus it's pretty performance demanding due of the SCU DSP):









Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/18/13 11:53 PM

Fixed a regression with CD block timings, now Logic Puzzle Rainbow Town is again working:

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 02/19/13 10:32 PM

Originally Posted By Kale
Quote:
Chibi Maruko-chan no Taisen Puzzledama (Japan) -- still the black screen after the Konami intro

Trips illegal opcode, and the Konami logo CD-DA is noticeably offset, maybe it's a disk geometry issue?

I don't understand this one. Konami logo in the intro? Or where?

Rechecked a few more of previously reported:

Kyuutenkai (Japan) -- still stucks on the black screen, while playing some music.
Mass Destruction: Otousan ni mo Dekiru Soft (Japan) -- still lots of garbage and missing transparencies on the tank selection screen
Puyo Puyo Tsuu (Japan) -- still the black shadows instead of white
Race Drivin' (Japan) -- the polygons are still all messed up
Seifuku Densetsu Pretty Fighter X (Japan) -- the shadows are still incorrect (sprites reflections instead of shadows), Three Dirty Dwarves (Japan) has the same problem
Steam-Heart's (Japan) -- still lacks the ingame CDDA music.
Street Fighter Zero 3 (Japan) -- still regressed (crashes before ingame, used to show only the background during ingame many versions ago)
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/20/13 01:35 AM

Yes, the CD-DA plays two seconds ahead on that one. I've also noticed that it works with the non-DRC, so it's down to the usual timing problem.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/20/13 05:11 AM

Quote:
Kyuutenkai (Japan) -- still stucks on the black screen, while playing some music.


Reads from SCSP 0x100ee0, and right now it's always 0. Manual says that these are undefined as well ...
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/20/13 04:31 PM

Still no idea about what to return, but can't leave this broken anyway due of a silly check :P





Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/20/13 10:36 PM

Zero Divide wants CD Seek mechanism to work properly at the intro. It also shows a nice "don't copy" screen (which is unclear if due of a bad image or it's just the way it is):







Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 02/20/13 10:51 PM

Quote:
Zero Divide wants CD Seek mechanism to work properly at the intro. It also shows a nice "don't copy" screen (which is unclear if due of a bad image or it's just the way it is):

There's nothing to crack in SS games (saturn ring on each CD was more than enough in terms of protection), either it's a cd seek issue or a weird part of the game itself.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/20/13 11:12 PM

Pehaps it reads a different value in the Subcode Q, who knows ...

Originally Posted By F1ReB4LL

World Heroes Perfect (Japan) -- still regressed (black screen only, used to show title screen many versions ago)


This one shows the title screen to me (checking out why it doesn't work afterwards) ...
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 02/21/13 01:38 PM

Originally Posted By Kale
Pehaps it reads a different value in the Subcode Q, who knows ...

Name me any game on any CD-based console system (besides libcrypt-protected PSX games) that does that.
And I guess such cases can be easily traced, nope? When it expects something unusual in the Q-channel, I mean.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 02/21/13 03:47 PM

Originally Posted By F1ReB4LL
Originally Posted By Kale
Pehaps it reads a different value in the Subcode Q, who knows ...

Name me any game on any CD-based console system (besides libcrypt-protected PSX games) that does that.
And I guess such cases can be easily traced, nope? When it expects something unusual in the Q-channel, I mean.


why so aggressive? afaik the game was done by some demo scene people, and if it was possible to do some sneaky q-channel checks, why not?

I'm sensing a redump / tosec 'subdata doesn't matter!!!' attitude here.

Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/21/13 04:00 PM

AFAIK 100% of the Saturn library can be burned to CD-R from a bin/cue rip (no subdata) and run properly on h/w with a mod chip/gameshark/bios patch.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 02/21/13 04:35 PM

Originally Posted By Haze
why so aggressive? afaik the game was done by some demo scene people, and if it was possible to do some sneaky q-channel checks, why not?

No agression at all smile Really, the only console subs-based protection known is libcrypt. Neo Geo CD doesn't count, since it checks for additional indexes only, the sub itself is standard with no unusual data and can be replaced with proper .cue.
We preserve the subchannels when possible (proper and verifiable ones, not like trurip), they just aren't in the main database. This particular dump is from the earlier days, so it doesn't have any subs, but, honestly, this just sounds ridiculous. MESS isn't the first emulator running this title, such protection would be already documented, if existed.
Also, if you've read my earlier posts, you would know, that I'm for complete preservation, including lead-in and lead-out areas, since it's doable and lets you get rid off tocs/cues/whatever - only the actual data dumped from the CD in a single file, like it should be done years ago.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/21/13 04:49 PM

Ok, might be that the Zero Divide video I've seen just skips that disclaimer then. smile
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 02/21/13 05:09 PM

http://www.digitpress.com/forum/showthre...ll=1#post737178

Quote:
Game opens with a bizarre space intro with these English words:

Welcome Crackers! We don't have much time will you go on and crack me please!


http://ks353422.kimsufi.com/databasepsx/games/U/Z/SLUS-00183.html -- the storyline for the first part proves that (the game is about some admin, glitchy network and hackers) smile
Posted By: remax

Re: The Sega Satan WIP/screenshot thread - 02/21/13 08:38 PM

The easy way to know for sure would be to burn the game and run it on a real Saturn.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/21/13 08:41 PM

The digitpress link appears to be from someone running it on hardware.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/22/13 12:26 AM

fwiw, here's the code where Astal fails. It basically writes on the ISM values with the slave CPU with a value of 0xf (and that looks unintentional since that enabled irqs points to RTEs). A buggy code that works by chance due of the cache?

Code:
060B7AD0: MOV.W   @($009A,PC),R3
060B7AD2: AND     R3,R0
060B7AD4: OR      #$F0,R0
060B7AD6: LDC     R0,SR
060B7AD8: MOV     #$01,R2
060B7ADA: MOV.W   @($0092,PC),R3
060B7ADC: MOV.B   R2,@R3 
060B7ADE: MOV     #$11,R2
060B7AE0: MOV.W   @($008E,PC),R3
060B7AE2: MOV.W   R2,@R3 ;writes 0x11 to the internal cache reg 0xe92, cache purge + cache enable
060B7AE4: MOV.L   @($A4,PC),R2
060B7AE6: MOV.L   R2,@R13
060B7AE8: MOV     R2,R3
060B7AEA: MOV.L   R14,@R3
060B7AEC: MOV.L   @($A0,PC),R2
060B7AEE: MOV.L   @R2,R2
060B7AF0: JSR     R2
060B7AF2: MOV     #$0F,R4
060007B0: MOV.W   @($0074,PC),R0
060007B2: STC     SR,R1
060007B4: MOV.L   @($34,PC),R3
060007B6: LDC     R0,SR
060007B8: MOV.L   @($2C,PC),R0
060007BA: MOV.L   R4,@R3 ;writes to ISM buffer ...
060007BC: BRA     $060007D6
060007BE: MOV.L   R4,@R0 ; ... and ISM itself
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 02/22/13 12:31 AM

Astal needs cache turned on in SSF, so probably
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/22/13 04:02 AM

Preliminary fix at framebuffer erase in VDP1, gives playable status to Gokujou Parodius & Sexy Parodius. They basically uploads a chunk of GFX RAM data in the fb area for later use (read: player sprites & weapon bar).
BGMs still dies after a while, it's streamed thru the CD block:




Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 02/22/13 07:57 AM

Daytona USA Championship Circuit Edition (PAL)



Missing Graphics frown
Posted By: Kaylee

Re: The Sega Satan WIP/screenshot thread - 02/22/13 08:10 AM

Christmas NiGHTS into dreams ...




Graphic Problems
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/22/13 12:51 PM

I'm aware of these, they are both listed in the compatibility lists.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 02/23/13 06:54 PM

Whizz now gives another message, "SCU transfer from BIOS area, contact MAMEDev". Btw, maybe it should say MESSDev? smile
Posted By: Abystus

Re: The Sega Satan WIP/screenshot thread - 02/24/13 09:41 AM

Issues with some of the games I've tested:

Primal Rage (U) (Locks after Sega Logo.)
Golden Axe: The Duel (U) (Kicks back to CD player after Sega Logo.)
Street Fighter: The Movie (U) (Intermittent pausing in certain stages.)
X-Men: Children of the Atom (U) (This was playable a few builds ago, but now kicks back to CD player after Capcom FMV.)
Rayman (U) (Kicks back to CD player after Sega Logo.)
Mortal Kombat Trilogy (U) (Locks on play mode selection screen when attempting to go to character select.)

Keep up the awesome work guys. Really enjoying being able to hack some of these games with the progress you all have been making lately.

Anyone interested in the hacks created can take a look here.
Posted By: solstar82

Re: The Sega Satan WIP/screenshot thread - 02/24/13 10:17 AM

Originally Posted By Kaylee
Daytona USA Championship Circuit Edition (PAL)



Missing Graphics frown


looks more like "safari\cross country racing usa" :P
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/25/13 02:50 PM

Originally Posted By F1ReB4LL
Whizz now gives another message, "SCU transfer from BIOS area, contact MAMEDev". Btw, maybe it should say MESSDev? smile


It's known, it's actually a bogus transfer that happens in a few other games (Game Basic and World Cup '98 the reported ones). The SCU can't access the BIOS bus anyway, so it should be treated as DMA illegal operation. Hopefully the upcoming Saturn BIOS hacking should put an X on these doubts wink

Originally Posted By Abystus
Issues with some of the games I've tested:

Primal Rage (U) (Locks after Sega Logo.)
Golden Axe: The Duel (U) (Kicks back to CD player after Sega Logo.)
Street Fighter: The Movie (U) (Intermittent pausing in certain stages.)
X-Men: Children of the Atom (U) (This was playable a few builds ago, but now kicks back to CD player after Capcom FMV.)
Rayman (U) (Kicks back to CD player after Sega Logo.)
Mortal Kombat Trilogy (U) (Locks on play mode selection screen when attempting to go to character select.)


Some of these reports seems to come from invalid images. At least Rayman and Golden Axe. X-Men COTA is definitely regressed tho. -.-"
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 02/25/13 03:05 PM

As mentioned before, your CD geometry 'fix' swaps between two sets of working images basdically.. with the fix one set works, without it another set works.

RB didn't like it, so which set is actually right, and if using the chds, which will need reconverting is up for debate.

from what I gather he seemed to think it was the ones you hacked it to run that are actually being parsed badly.. but we'll see.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/25/13 03:39 PM

All of them will work when I get it fixed properly. It is a real error and Kale's workaround is really wrong.

What happens is that most images do not include the actual sectors for the pregap; they just mark that time in the metadata. Our fix for PCE-CD was that we didn't previously include the pregap in the LBA addressing, so an image that didn't include the actual sectors but used hardcoded LBA addresses would fail. (This is the case for bin/cue images using INDEX 00 / INDEX 01 pairs to denote pregaps).

In this case, the image does include the pregap sectors in the actual data stream (the actual PREGAP tag), and so now the pregap sectors are counted twice relative to the real disc.

In both cases, MESS's TOC information and get_track_start() would return the correct-for-MESS block numbers, so only games which hardcode sector addresses and have data in a track > 1 have a problem.

ETA: Images that do include the pregap sectors will need to be re-converted to chd as there is currently no way to tell from just the data in the CHD.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/27/13 11:51 PM

Fixed SLEEP opcode in non-DRC core (it wasn't truly implemented). This fixes Culdcept (that calls SLEEP opcode vith the Slave CPU and expects a FRT to go out of it).





As for the SH-2 DRC, for whatever reason there's a bug with the SLEEP opcode that doesn't make it to accept the irq ...
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 02/28/13 02:44 AM

Falcom Classics Vol. 2 pukes at our "Get Status" CD block command. According to the documentation, there are three different Get Status (Current, Previous and Periodic) ... but no params are ever written to that thing, so where it comes this info?
Understanding how this really works might be ground-breaking for the compatibility ratio. (for example: Amagi Shien and Whizz certainly suffers from the same issue):

WIP screenies:









Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 03/13/13 12:28 AM

Improved VDP1 timings, this fixes many games including Fatal Fury 3, Dark Saviour, Jikkyou Parodius (this one hangs at title screen for whatever reason now), Command & Conquer, Night Striker S and probably more.





Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 03/13/13 03:19 AM

Virtual On uses the CD block put sector command for "something". Fixing it allows it to enter into gameplay (still without 3d gfxs tho).



EDIT: 3d gfxs actually needs a very trivial fix to CEF bit. Fixing that makes it to show proper gfxs:





Sega Touring Car 3d appeared too, except that they are WAY broken ...

Posted By: Isamu

Re: The Sega Satan WIP/screenshot thread - 08/20/13 08:40 PM

Keep up the good work guys smile :thumbup:
Posted By: Stiletto

Re: The Sega Satan WIP/screenshot thread - 08/23/13 07:09 PM

Restored the 2011-08-21 Saturn bugs wiki page at the request of Tafoid.
http://mess.org/sysinfo/saturn/bugs
I do not plan to continue updating it.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 09/21/13 11:31 AM

Finally went through in hacking Cache tests in test1f cart, and ...



Don't ask what's "amari", but it's certainly an error (requires user button press)
Posted By: LoganB

Re: The Sega Satan WIP/screenshot thread - 09/21/13 11:37 AM

amari means "remainder" or "surplus".
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 09/21/13 12:22 PM

Good to know.

fwiw, here's all of the div tests logged (* indicates failure in test):

http://pastebin.com/UjVjz09c

What's so special in these ones goes beyond me ...
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 10/10/13 09:43 PM

Ported SCU DSP to CPU structure at last, for now we have farting in BIOS splash screen but Magical Hoppers boots:



Posted By: smf

Re: The Sega Satan WIP/screenshot thread - 10/11/13 08:59 AM

Originally Posted By Kale
What's so special in these ones goes beyond me ...


The results is bigger than 32 bits.

5555555555555555 / 10000000

= 555555555 (36 bits) remainder 5555555 (28 bits)

I'd suspect this in sh2comn

if (q != (INT32)q)
{
sh2->m[0x42] |= 0x00010000;
sh2->m[0x45] = 0x7fffffff;
sh2->m[0x44] = 0x7fffffff;
sh2_recalc_irq(sh2);
}
else
{
sh2->m[0x45] = q;
sh2->m[0x44] = a % b;
}

The output is the same as for a divide by zero, I'd look for what it checks for in 42, 44 & 45. It might be supposed to just store the truncated result and remainder, just the remainder or some other status in 42.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 10/11/13 01:32 PM

Originally Posted By Hunk
I know this one isn't much but on the Sega logo screen Earthworm Jim and other characters are missing but the accordion sound is still there.

Uploaded with ImageShack.us It's similar to the Genesis intro found here EWJ2 Intro Also even though I couldn't get any good screen shots of in game. There seems to be some slight clipping for example Enemies sort of flash at times. If that makes sense? I know these are small issues.


Earthworm Jim 2 is actually a banal video priority problem.



So banal that I fear it requires VDP1 rewrite ...
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 10/14/13 12:43 AM

I'm starting to believe that the DRDY flag in Saturn cd block is horrendously wrong
Manual claims:

( a ) the command needed for transferring data is executed (data fetch/write)
( b ) Data transfer setup wait is executed (Wait until the DRDY flag is 1)
( c ) Data is input and output through the data transfer register (DATATRNS)
Get Data transfer register pointer is executed when getting the address
( d ) Data transfer end is executed when the necessary data is transferred.
Translated in Saturn code:
( a ) are commands 0x61 / 0x62 / 0x63
( c ) is where the transfer actually occurs, 0x5898000 iirc
( d ) command 0x06
Right now DRDY is horribly issued at commands 0x61 / 0x63, which is wrong by any standard. Problem is command 0x10, where CD data polling and PLAY status actually happens, if anything uses a very big track read (like Whizz, that tries to read 0x698 sectors at once) then it's presumed to fail sooner or later. I wonder if command 0x10 isn't just internal to the SH-1, if the SH-1 itself have enough RAM and if the whole "200" buffer crap isn't just communication data dedicated to the SH-2 (read: separate threads)

For the masses: I've implemented some hackish code in cd_playdata in my local build, and by quick testing Crimewave and Thunder Force II MD (in Thunder Force Gold Pack 1) started booting:





Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/16/14 03:03 PM

I don't know if that's a known problem, but I have this warning most times that I start Bug too! (bug2u), just a little before starts gameplay...

MESS SVN r29699 Windows x64
Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 06/30/14 07:16 PM

CD Block rom dumped:
http://www.assemblergames.com/forums/showthread.php?52419-Saturn-CD-Block-ROM-dumped

The 1.04 and possibly 1.06 (if it is different from the ygr022) versions still need dumping.
Posted By: Anna Wu

Re: The Sega Satan WIP/screenshot thread - 06/30/14 07:20 PM

Originally Posted By zyrobs
CD Block rom dumped:
http://www.assemblergames.com/forums/showthread.php?52419-Saturn-CD-Block-ROM-dumped

The 1.04 and possibly 1.06 (if it is different from the ygr022) versions still need dumping.


Nice! smile
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/30/14 07:22 PM

Oh, that's *very* nice! Coming right on the heels of noCash's project to get all the PSX CD drive MCUs dumped, no less.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/30/14 07:42 PM

that is good news, and a proper readout method too which is always preferable in terms of being able to trust the results 100%

I wonder if the different revisions will reveal why some games apparently don't work on the later HiSaturn model etc.
Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 06/30/14 08:01 PM

Originally Posted By Haze
I wonder if the different revisions will reveal why some games apparently don't work on the later HiSaturn model etc.


Because VA10 and later Saturns have the SCSP and 68k integrated into a single Yamaha ASIC, and a few games trip up those 68k commands that this ASIC does not support. Exact same bug as why the Genesis 3 can't run Gargoyles.
One of the Sega tech bulletins mention which two commands are not supported.

As far as I know, there are only two games with such a problem: Space Harrier, and Outrun. Both of them got second revisions which fixed the issue. (and no, Metal Slug is NOT affected, unlike what rumors and Wikipedia state)

But, Model 2 HiSaturn is identical to the late 1996 PAL models - same VA9 board. So maybe you are talking about some other problem?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/30/14 08:04 PM

That's a little weird; the 68k commands are provided and parsed by the sound driver program that's downloaded. It has no 'commands' per se, it's a completely normal 68000.

I'd believe something like an out of bounds access that gets DTACK'ed on the previous boards but not the all-in-one though.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/30/14 08:19 PM

I suspect he means the 68k doesn't implement all opcodes.. (or maybe has a slightly different mapping?)

Gargoyles on the Megadrive is because of the TAS behavior (writeback fails on an original genesis, happens on a Genesis 3)

I'm not aware of Saturn needing Tas writeback disabled, although I've never checked if anything uses the opcode..
Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 06/30/14 08:26 PM

Sega Saturn tech bulletin #51 states:
Quote:

The following instructions codes cannot be used in programs for the 68000 Sound CPU installed in the Sega Saturn:
RESET instruction
TAS instruction


I suspect the problem is the same as on Gargoyles since the Genesis 3 also uses a Yamaha-built integrated 68k.

Of course it could be anything else. If anyone wants to build a test cd that checks this, I can run it on such a machine.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 06/30/14 08:42 PM

TAS was always forbidden on Saturn, but RESET worked on the original boards to reset the SCSP as far as I remember.

Leave it to Yamaha to figure out how to make it actively bad.
Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 06/30/14 08:54 PM

Like I said, write a test program and I can run it on nearly any Saturn.

Alternatively, you can try it on SSF, there is an extra ini-only option called 68000Type that emulates this specific behaviour, so you don't even need to waste discs to check just this. If it's just the TAS instruction returning different data, that should be easy to check, no?
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 06/30/14 08:54 PM

Originally Posted By zyrobs
Sega Saturn tech bulletin #51 states:
Quote:

The following instructions codes cannot be used in programs for the 68000 Sound CPU installed in the Sega Saturn:
RESET instruction
TAS instruction


I suspect the problem is the same as on Gargoyles since the Genesis 3 also uses a Yamaha-built integrated 68k.

Of course it could be anything else. If anyone wants to build a test cd that checks this, I can run it on such a machine.


would be interesting to know for sure what TAS does on both systems.. feel free to make a little demo CD to use it to detect models that way if you can ;-)

of course the writeback might not happen on either, in which case we should disable it in all cases like the Genesis.

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/01/14 10:31 AM

Originally Posted By zyrobs
Like I said, write a test program and I can run it on nearly any Saturn.

Alternatively, you can try it on SSF, there is an extra ini-only option called 68000Type that emulates this specific behaviour, so you don't even need to waste discs to check just this. If it's just the TAS instruction returning different data, that should be easy to check, no?


I've written one a year ago or so, I think Charles still has it including source code?

And yes, Outrun, Space Harrier AND Fantasy Zone iirc trips RESET opcode on 68k side, expecting it to reset the sound CPU otherwise it hangs before Sega/Sega Ages logo. Pretty sure it also resets something else in SCSP plus the CPU reset actually happens thru SMPC (m68k RESET opcode can't toggle reset pin independently).
Posted By: zyrobs

Re: The Sega Satan WIP/screenshot thread - 07/01/14 10:21 PM

There we go then.

I would've been really surprised if it was something else - the sega tech bulletin is 2 days apart from the fixed re-release of Outrun and Space Harrier. That plus the Genny 3 having the same issue.

Way too much of a coincidence.

Fantasy Zone doesn't have that problem I think. I need to re-check.
Posted By: Isamu

Re: The Sega Satan WIP/screenshot thread - 07/12/14 03:14 PM

Just wanna say thanks so much to zyrobs, Belmont, Haze and whomever else may be working on this driver. I just booted up the driver just to see if it would run Guardian Heroes and low and behold it boots and runs!!!! Haven't gotten into the combat part of the game yet but I'll keep playing to see how far I can go and will report any bugs/crashes if I find any.

You guys really are the fucking GOAT!!!! Keep up the excellent work! smile
Posted By: Anna Wu

Re: The Sega Satan WIP/screenshot thread - 07/12/14 03:54 PM

Originally Posted By Isamu
Just wanna say thanks so much to zyrobs, Belmont, Haze and whomever else may be working on this driver. I just booted up the driver just to see if it would run Guardian Heroes and low and behold it boots and runs!!!! Haven't gotten into the combat part of the game yet but I'll keep playing to see how far I can go and will report any bugs/crashes if I find any.

You guys really are the fucking GOAT!!!! Keep up the excellent work! smile


Do not forget Kale!
I suggest to read the whole thread.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 07/12/14 04:04 PM

Yeah, Kale gets a ton of the credit. He's awesome!
Posted By: Isamu

Re: The Sega Satan WIP/screenshot thread - 07/12/14 04:06 PM

OK thanks Kale, you rock!! Kale for president!!! smile :bow: :slave: :notworthy:


Oh and it looks like I celebrated GH too soon....game goes to a black screen once you go outside frown Any way to fix it?
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 07/13/14 02:33 AM

Kale is the guy!
smile
Posted By: Christina

Re: The Sega Satan WIP/screenshot thread - 07/20/14 02:15 PM

Sometimes I surprise myself how good is the emulation of the Clockwork Kinght in Sega Saturn driver. Good word people!
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/27/14 07:35 PM

Real Bout Garou Densetsu (Japan) and Samurai Spirits - Amakusa Kourin (Japan) show "DRAM1 read beyond its boundary!" messages, if run with 1MB RAM cart. RBGD becomes slow and barely playable, with 4MB it's fine. But on a real console these 2 and King of Fighters '96, The (Japan) don't work properly with 4MB cart, they specially need 1MB one (with 4MB cart sprites either disappear or are replaced with grey blocks).
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 07/28/14 08:42 AM

sounds like they want the 1MB cart to mirror then, especially if having the 4MB one causes missing gfx.

Posted By: Dullaron

Re: The Sega Satan WIP/screenshot thread - 07/28/14 05:21 PM

Sound like gonna need a dip switch or option to switch. 1mb default and 4mb for the 2nd pick. smile
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 07/28/14 05:44 PM

1mb and 4mb are separate cartridges, actually.
Posted By: Dullaron

Re: The Sega Satan WIP/screenshot thread - 07/28/14 06:01 PM

Oh ok.
Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 07/28/14 06:10 PM

Originally Posted By F1ReB4LL
Real Bout Garou Densetsu (Japan) and Samurai Spirits - Amakusa Kourin (Japan) show "DRAM1 read beyond its boundary!" messages, if run with 1MB RAM cart. RBGD becomes slow and barely playable, with 4MB it's fine. But on a real console these 2 and King of Fighters '96, The (Japan) don't work properly with 4MB cart, they specially need 1MB one (with 4MB cart sprites either disappear or are replaced with grey blocks).


thanks for the report. I will search for those games and see to fix the problem.
the message was there to possibly spot such kind of accesses, because Kale was unsure about what effect they had smile
Posted By: Vas Crabb

Re: The Sega Satan WIP/screenshot thread - 07/28/14 11:40 PM

And make sure when you're done these games are properly broken with the 4MB cart :P
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 07/29/14 01:44 AM

Originally Posted By Vas Crabb
And make sure when you're done these games are properly broken with the 4MB cart :P

Missing graphics is "correct" in MESS with 4mb cart selected, though, on a real console they are sometimes replaced with grey (or black, hard to tell) squares and it never happens in MESS - http://i.imgur.com/y8LRyjx.jpg (sorry for the lamp reflection).
Posted By: Dullaron

Re: The Sega Satan WIP/screenshot thread - 07/29/14 02:05 AM

I can't see anyone be playing with the missing graphics game. laugh
Posted By: Isamu

Re: The Sega Satan WIP/screenshot thread - 07/31/14 09:51 AM

Slightly OT but does anyone know if there was ever an English fan translation of Samurai Spirits RPG for the Saturn?
Posted By: Isamu

Re: The Sega Satan WIP/screenshot thread - 08/11/14 02:07 AM

Keep up superb job guys smile
Posted By: Shoegazer

Re: The Sega Satan WIP/screenshot thread - 08/11/14 04:01 AM

Why are you bumping this thread for no reason? Please stop. The devs already know you want improvements to the driver, and doing what you're doing is not going to make them work on it any faster.
Posted By: Isamu

Re: The Sega Satan WIP/screenshot thread - 08/11/14 10:05 PM

OK I have an actual question this time.....

I realize MESS is very zip friendly and can read games for most console systems in zip format. But what about the Saturn, and to a lesser extent PSX? Do Saturn and PSX ISO files need to be unpacked or extracted before MESS can run them?
Posted By: B2K24

Re: The Sega Satan WIP/screenshot thread - 08/11/14 10:18 PM

They do not need to be unpacked or extracted as MESS supports those formats.

BIN/CUE or image converted to CHD is the most preferred for those systems.

Here is an example of command line syntax for PSX and image Castlevania - Symphony of the Night

mess64.exe -rompath "J:\MESS\roms" -hashpath "J:\MESS\hash" psu -mc1 "J:\MESS\software\psu\card1.mc" -cdrom "J:\Castlevania - Symphony of the Night (USA).cue"

If you need to engage in further questions or discussion, I'd suggest you make your own thread as we are getting OT here.
Posted By: Isamu

Re: The Sega Satan WIP/screenshot thread - 08/11/14 10:56 PM

Originally Posted By B2K24
They do not need to be unpacked or extracted as MESS supports those formats.

BIN/CUE or image converted to CHD is the most preferred for those systems.

Here is an example of command line syntax for PSX and image Castlevania - Symphony of the Night

mess64.exe -rompath "J:\MESS\roms" -hashpath "J:\MESS\hash" psu -mc1 "J:\MESS\software\psu\card1.mc" -cdrom "J:\Castlevania - Symphony of the Night (USA).cue"

If you need to engage in further questions or discussion, I'd suggest you make your own thread as we are getting OT here.


Thank you very much B2K. That is great news! Yeah sorry for going slightly OT. That'll be my last question for a while. My Saturn games will be in bin/cue but will be zipped, but knowing mess will read them anyway is awesome smile
Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 09/29/14 06:12 PM

Originally Posted By F1ReB4LL
Real Bout Garou Densetsu (Japan) and Samurai Spirits - Amakusa Kourin (Japan) show "DRAM1 read beyond its boundary!" messages, if run with 1MB RAM cart. RBGD becomes slow and barely playable, with 4MB it's fine. But on a real console these 2 and King of Fighters '96, The (Japan) don't work properly with 4MB cart, they specially need 1MB one (with 4MB cart sprites either disappear or are replaced with grey blocks).


this has been now fixed in svn rev. 32466: the dram is mirrored as the games expects.
fwiw, I think the appearance of grey blocks vs transparent ones, depends on the initialization of the DRAM blocks, since on debug builds I often have them matching the image you posted
Posted By: Isamu

Re: The Sega Satan WIP/screenshot thread - 09/29/14 11:41 PM

Thanks for the updates Etabeta.

You guys are doing a wonderful job.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 11/28/14 12:22 AM

Bump.

Thinking about what to fix next:
Silhouette Mirage: iirc sound irq timers go wacky, causing an hang (i.e. Master SH-2 expects that sound CPU clears 0x5a00760 somehow).
World Heroes Perfect: pure ASM game, hangs for unknown reason.
Saturn Bomberman: multitap support

Anything else? I'm open to suggestions that isn't Solo Crisis.
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 11/28/14 05:36 AM

Maybe the graphical corruption in Nights...
Isn't that a good suggestion?
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 11/28/14 05:37 AM

Ps.: what's the problem with solo crisis (don't know this game, it's just curiosity).
Posted By: Dr. Spankenstein

Re: The Sega Satan WIP/screenshot thread - 11/28/14 09:58 AM

Blast Wind [J]: Game hangs after Techno Soft logo at the start of the intro movie.

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 11/28/14 10:18 AM

Originally Posted By Dr. Spankenstein
Blast Wind [J]: Game hangs after Techno Soft logo at the start of the intro movie.



this has always been the case, iirc it's really fussy about various things, bit of a pain even for other emulators.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 11/28/14 11:38 PM

Originally Posted By Kale
Anything else? I'm open to suggestions that isn't Solo Crisis.

Anything? Maybe, Doom? It doesn't work in any SS emulator.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 11/29/14 01:03 AM

Once again I'll ask if anyone's contacted CGFM about the SH-1 BIOS decap method that was posted on assemblergames. I emailed him several months ago and never got a response, but I don't normally talk to him so that's not unexpected. I know Kale/Haze/others speak to him semi-regularly.
Posted By: Justin

Re: The Sega Satan WIP/screenshot thread - 11/29/14 01:27 AM

Quote:
[13:58:53] <ChrlyMac> I'd need somebody to assist with desoldering the chip and transplanting to another board, as I don't have the equipment to do it
[13:59:10] <ChrlyMac> beyond that it seems doable
Posted By: MikeAbson

Re: The Sega Satan WIP/screenshot thread - 11/29/14 04:54 AM

You're a brave man asking this question, but since you have asked, here are a list of games I have that don't work.

Daytona USA (NTSC-J/NTSC-U/PAL-E) - Wants to play the CD-DA rather than the game.

Daytona USA Championship Circuit Edition (NTSC-U/PAL-E) - Goes in-game, but graphics are missing.

Daytona USA Championship Circuit Edition (NetLink Edition) (NTSC-U) - Hangs at the 'SEGA produced by or under license from' screen.

Daytona USA Circuit Edition (NTSC-J) - Goes in-game, but graphics are missing.

DOOM (NTSC-U) - Black screen after the first few logos.

Duke Nukem 3D (PAL-E) - Intro needs to be skipped otherwise the game hangs during the intro. Seems to play ok, but has missing in-game graphics.

FIFA - Road to World Cup 98 (NTSC-U) - MESS crashes right after the very first FIFA copyright info screen at the start

FIFA 97 (PAL-E) - MESS crashes right after the very first FIFA copyright info screen at the start

FIFA Soccer 96 (NTSC-U/PAL-E) - Hangs at the very first FIFA copyright screen.

FIFA Soccer 97 (NTSC-U) - MESS crashes after displaying the first FIFA copyright screen.

NHL 97 (NTSC-U) - Hangs at the loading screen to start demo mode, but if you enter the menu and start a new game it plays fine.

PGA Tour 97 (PAL-E) - Black screen at the start.

Quake (NTSC-U/PAL-E) - MESS crashes after selecting yes or no to a save-game.

Sega Rally Championship (NTSC-J) - Freezes when the game goes in-game with graphic errors, music continues to play.

Sega Rally Championship (NTSC-U/PAL-E) - Freezes when the game goes in-game with graphic errors, music continues to play.

Sega Rally Championship Plus (NTSC-J) - Goes in game, missing textures on cars and some side objects. Music plays fine and the game is playable.

Sega Rally Championship Plus (NetLink Edition) (NTSC-U) - Hangs at the 'SEGA produced by or under license from' screen.

The Need for Speed (NTSC-U) - Goes in game, but half the screen is graphically corrupted so you can't see. The top half is the sky only overlapping the road, and the bottom half is the car and the road only.

VR Virtua Racing (NTSC-U) - Used to go in-game (when?) and ran at about 5fps, now all you get is a black screen.
Posted By: sparrowred

Re: The Sega Satan WIP/screenshot thread - 11/29/14 09:19 AM

A multitap for Saturn Bomberman would be great.

I've also noticed that Kyuutenkai got broken with old SVN r22883 (Various CD-ROM / CHDMAN improvements).
Maybe only the CHD has to be reconverted.

Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 11/30/14 04:26 AM

Originally Posted By Kale
Bump.

Thinking about what to fix next:
...
Anything else? I'm open to suggestions that isn't Solo Crisis.


Thanks to the excellent translation on the Snes version, for the first time I can actually play Chaos Seed and have a clue of what I'm doing, however I was unable to get the saturn version to work, so unless the problem is on my side I would be very happy if you could get it up and running as I would very much like to play that version.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 11/30/14 12:55 PM

iirc Chaos Seed is the game that tries to read the SH-2 DMA size register and expect it to be zeroed after transfer. And still iirc it fails afterwards anyway, but thanks for the report, another one to look at.

Solo Crisis black screens at new game, no matter what I do. I'm prone to think it's something with master/slave comms going haywire or CD Block. I ... think (and that's very bad as you might guess).

On a general rule of thumb: I'm not going to look at neither blantant CD block nor video bugs, second one has a pending scanline-based rewrite that'll be done once that I can test things on HW, first one once that somebody let me understand wtf is going on with the decap (hint: 2017?).
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 11/30/14 01:09 PM

And Doom ... don't think I've ever looked at it seriously, I'd expect something insane tho.
Posted By: Xor

Re: The Sega Satan WIP/screenshot thread - 12/01/14 12:31 AM

Originally Posted By Kale
iirc Chaos Seed is the game that tries to read the SH-2 DMA size register and expect it to be zeroed after transfer. And still iirc it fails afterwards anyway, but thanks for the report, another one to look at.


Looking at the console output, it's happily reading from disc and then it outputs a 'Warning: VDP2 version read' and stops reading.

Anyway, if you'd find time to look at it, very much appreciated. Also really impressed at how much MESS Saturn emulation has improved since last time I played around with it.

By all accounts it is a notoriously difficult system to emulate accurately, keep up the great work!
Posted By: rorirub

Re: The Sega Satan WIP/screenshot thread - 12/01/14 01:35 AM

Originally Posted By R. Belmont
Once again I'll ask if anyone's contacted CGFM about the SH-1 BIOS decap method that was posted on assemblergames. I emailed him several months ago and never got a response, but I don't normally talk to him so that's not unexpected. I know Kale/Haze/others speak to him semi-regularly.


It wasn't decapped, it was interfaced with.


Originally Posted By Kale
first one once that somebody let me understand wtf is going on with the decap (hint: 2017?).


The dump was analysed and, from what I remember, it was found that the yabause wiki already has all the CD block tasks more or less accurately documented.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/01/14 02:28 AM

Doesn't matter. We intend to run the real SH-1 code as soon as we can get our hands on it, because that's what MAME/MESS does. We run the real code from the 8051 inside the PC/XT keyboard and the 8048 on the XT motherboard that it talks to, even though those are two of the most well-documented chips in the history of computing.

Also, how many games fail due to "more or less accurate"? We'd rather have "guaranteed correct".
Posted By: rorirub

Re: The Sega Satan WIP/screenshot thread - 12/01/14 04:05 AM

Originally Posted By R. Belmont
Doesn't matter. We intend to run the real SH-1 code as soon as we can get our hands on it, because that's what MAME/MESS does. We run the real code from the 8051 inside the PC/XT keyboard and the 8048 on the XT motherboard that it talks to, even though those are two of the most well-documented chips in the history of computing.

Also, how many games fail due to "more or less accurate"? We'd rather have "guaranteed correct".


In that case the SH1 boot rom might not help at all because you'll still be simulating the OCU.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/01/14 04:25 AM

Based on the experience of no$psx, optical disc simulation is a lot easier to get right once than simulation of the CD microcontroller (it'll work 100% or not at all). And the PSX's CD microcontroller is orders of magnitude simpler than Saturn's, so the compatibility gain from going low-level on Saturn is potentially much greater.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 12/01/14 02:18 PM

Originally Posted By rorirub
Originally Posted By R. Belmont
Once again I'll ask if anyone's contacted CGFM about the SH-1 BIOS decap method that was posted on assemblergames. I emailed him several months ago and never got a response, but I don't normally talk to him so that's not unexpected. I know Kale/Haze/others speak to him semi-regularly.


It wasn't decapped, it was interfaced with.


Originally Posted By Kale
first one once that somebody let me understand wtf is going on with the decap (hint: 2017?).


The dump was analysed and, from what I remember, it was found that the yabause wiki already has all the CD block tasks more or less accurately documented.


From who, if I may ask?
The Wiki data looks incomplete, and certainly info doesn't seem from a decap.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/01/14 02:35 PM

The dude hoarding the dump to make the CD drive replacement has made that claim intermittently. But of course it's in his $$$ interests to cripple emulators.
Posted By: ICEknight

Re: The Sega Satan WIP/screenshot thread - 12/01/14 03:01 PM

Originally Posted By F1ReB4LL
We preserve the subchannels when possible (proper and verifiable ones, not like trurip)
For the record, is there any guide on how this can be done properly?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/01/14 04:05 PM

If you don't know, you can't do it. (Not being elitist or anything, *I* can't do it either).
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 12/01/14 06:59 PM

In theory you might dump it via Sega Saturn cd block commands, in practice that would be very time consuming without HW aid.
Posted By: rorirub

Re: The Sega Satan WIP/screenshot thread - 12/01/14 08:32 PM

Originally Posted By R. Belmont
But of course it's in his $$$ interests to cripple emulators.


The truth is far less dramatic, but I'd rather not drag on a topic that has clearly devolved into throwing rude accusations around.

Originally Posted By ICEknight
For the record, is there any guide on how this can be done properly?


Subcodes have no concept of data integrity, so you cannot do "proper and verifiable" dumps of them. Fireball is just blowing hot air - I've used their method, all they do is run multiple passes on the disc, and average the results together.

I'm not saying that it is completely impossible to do proper dump of subcodes, but you will not do it with unmodified commercial hardware.

Originally Posted By Kale
From who, if I may ask?
The Wiki data looks incomplete, and certainly info doesn't seem from a decap.


Jhl did an analysis on the CDB rom and then compared it to the yabause wiki. According to him, only three commands were not documented there.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/01/14 08:43 PM

The truth is far less dramatic, but I'd rather not drag on a topic that has clearly devolved into throwing rude accusations around.

If the truth is less dramatic, then when can we expect a PM with a copy of the SH-1 binary? :-)
Posted By: retro

Re: The Sega Satan WIP/screenshot thread - 12/01/14 09:13 PM

Great to see some work done on Saturn, Any chance of adding widescreen support in the video option. As its needed in Bomberman. Ive been using a artwork file see below.

<!-- saturn.lay -->

<mamelayout version="2">
<view name="Widescreen (10:9)">
<screen index="0">
<bounds left="0" top="0" right="1920" bottom="1080" />
</screen>
</view>
</mamelayout>

Keep up the great work.
Retro.

Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/01/14 09:57 PM

Originally Posted By rorirub
Subcodes have no concept of data integrity, so you cannot do "proper and verifiable" dumps of them. Fireball is just blowing hot air - I've used their method, all they do is run multiple passes on the disc, and average the results together.

Erm... "thank you", lol. You've forgot about cleaning out 1-bit errors, so the results are constant between different drives. And yes, there are 1-bit errors present originally on some discs and no, multiple reading from different discs and combining the results (as people on some forums offer to do) don't give a constant dump without fixing these. So, I agree, you have a point, but you still can have a constant verifiable dump with most of the original errors kept if needed (except 1-bit ones). And it's better than not dumping any subs at all replacing them with simple cues or releasing the barely useable unverifiable subs full of errors dumped in a single pass (*cough*tru*cough*rip*cough*).
Posted By: retro

Re: The Sega Satan WIP/screenshot thread - 12/01/14 10:14 PM

Just been reading a number of different Saturn games have widescreen support.
Christmas NiGHTS into Dreams
High Velocity
NiGHTS into Dreams
Panzer Dragoon Zwei (II)

http://www.racketboy.com/retro/widescreen-sega-saturn-gaming-nights
Posted By: rorirub

Re: The Sega Satan WIP/screenshot thread - 12/01/14 11:51 PM

Originally Posted By R. Belmont
If the truth is less dramatic, then when can we expect a PM with a copy of the SH-1 binary? :-)


I imagine once it is properly documented, which requires work to be done, which requires free time, which not all of us have.

Alternatively, you can look at the Video CD card dumps which have sh1 code on them, that you can use as a base to extract the rom yourself.

Originally Posted By F1ReB4LL
Erm... "thank you", lol. You've forgot about cleaning out 1-bit errors, so the results are constant between different drives. And yes, there are 1-bit errors present originally on some discs and no, multiple reading from different discs and combining the results (as people on some forums offer to do) don't give a constant dump without fixing these. So, I agree, you have a point, but you still can have a constant verifiable dump with most of the original errors kept if needed (except 1-bit ones). And it's better than not dumping any subs at all replacing them with simple cues or releasing the barely useable unverifiable subs full of errors dumped in a single pass (*cough*tru*cough*rip*cough*).


And I suppose you have proper documentation of all of this that we can read up on somewhere?
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/02/14 04:37 AM

Originally Posted By rorirub
And I suppose you have proper documentation of all of this that we can read up on somewhere?

What documentation do you want? Subdump modes/commands? They are in its built-in help. Some "subchannels dumping research blog"? There's not much to describe, IMO, however, if you have any technical questions or if you need any examples for certain cases - feel free to ask.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/02/14 03:33 PM

Kale: maybe you could check EGWord and try to add printer support to the Saturn driver? smile

http://redump.org/disc/33119/
http://redump.org/disc/33120/
http://www.satakore.com/sega-saturn-game...EGWORD-JPN.html
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 12/02/14 11:13 PM

Interesting, did you tried this one WITH keyboard attached?

And update on Silhouette Mirage: Tafoid noticed that it works on non-drc code, including missing sound on drc. Of course it's a race condition, 68k never surpasses 0x1cb0 at some point (I presume a spurious irq), and I guess it works on non-drc by chance due of different timings.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/03/14 10:41 PM

Originally Posted By Kale
Interesting, did you tried this one WITH keyboard attached?

Well, just tried both: T-7626G shows black screen, then falls into BIOS; T-7642G just stucks on the SEGA screen, so there's no difference atm, whether the keyboard is connected or not smile Both boot up fine in SSF, btw, but it doesn't support the keyboard, so there's nothing to do in the text editor itself.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 12/04/14 09:36 PM

Ok, it needs:

A) an irq fix, it wants a flag clear otherwise it won't boot at all.
B) keyboard fixes, key presses are way too fast so it's very hard to type Japanese. smile


Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/04/14 11:00 PM

Originally Posted By Kale
Ok, it needs:

A) an irq fix, it wants a flag clear otherwise it won't boot at all.
B) keyboard fixes, key presses are way too fast so it's very hard to type Japanese. smile

C) It needs printer smile

PSX version also exists, btw, but not dumped yet:

http://www.assemblergames.com/forums/sho...-Printer-bundle
http://www.playstationcollecting.com/forum/messageview.cfm?catid=72&threadid=74097
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/05/14 10:19 PM

Saturn Music School and Saturn Music School 2 -- both boot fine, but controls don't work. Also it needs a MIDI keyboard adapter, MESS doesn't support it.




http://www.satakore.com/sega-saturn-game...l-Pack-JPN.html
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/05/14 10:54 PM

Get 'em into game and I can look at hooking up MIDI :-)
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 12/09/14 12:45 AM

I assume it reads MIDI thru SMPC tho?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/09/14 04:31 AM

I doubt they instructed people to solder leads onto the SCSP's UART pins, yes ;-) It's probably through the controller ports/SMPC, or maybe a cartridge.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/09/14 07:44 PM

Are you talking about this little device?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/09/14 07:53 PM

Yeah, that would do it.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/09/14 08:22 PM

Dreamcast's HKT-9200 looks just the same (just the socket is different) - http://www.suruga-ya.jp/database/pics/game/142001083.jpg (needed for O.TO.I.RE Dreamcast Sequencer game, similar to Saturn Music School, by the same developer).

Miracle Piano Teaching System for NES, SNES and Genesis uses simple cables - http://www.ebay.com/itm/SEGA-GENESIS-NOM...=item5ad8453260 (I guess, the MIDI part is in the piano itself).
Posted By: Lord Nightmare

Re: The Sega Satan WIP/screenshot thread - 12/10/14 01:45 AM

Miracle is midi; it does 3 flavors of midi:
* real din-5 midi at 31khz or whatever weird baud
* serial rs232 midi at whatever the standard baud was for that
* synchronous-serial (aka 'nes/snes/genesis mode') midi

I'm trying to get dumps of the 2 roms inside the keyboard. (one is the 8031 code rom and is socketed and easily dumpable, with at least 2 known code revs, likely more than 5 total, the other is a 23c010 holding wavetable samples and is soldered down, and is the same on all keyboards except possibly the very earliest ones)

LN
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 12/10/14 03:14 AM

1.00 MHz / 32 = 31025.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 12/10/14 09:14 AM

At this point I wonder what they did then. My bet is that they used an undocumented SMPC ID + MCU port for r/w, not unlike the keyboard handling. Of course I believe start button doesn't work because it's not happy about the controller (unless it works anyway in SSF + standard controller, which is a legit question).
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 12/10/14 10:10 PM

Originally Posted By Kale
unless it works anyway in SSF + standard controller, which is a legit question

It works in SSF with a standard controller, SSF doesn't have a support for the MIDI peripheral. I believe it works on a real console with a pad as well (the "start" button, at least), can check later.
Posted By: rorirub

Re: The Sega Satan WIP/screenshot thread - 12/12/14 01:38 AM

Originally Posted By R. Belmont
I doubt they instructed people to solder leads onto the SCSP's UART pins, yes ;-) It's probably through the controller ports/SMPC, or maybe a cartridge.


The MIDI controller hooks up to the communications port, which connects to the SCSP MIDI I/O pins and to the SH2 serial communications pins (both master and slave, on separate pins).

SMPC does not come into the equation at any part.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 12/14/14 06:55 PM

Ok, got why EGWord doesn't boot. It tries to communicate via serial on slave sh-2 internal. Other than that, pad 2 needs to be inserted into port 2 in order to enable status bar on top, and unexpectedly the thing refuses to run if a mouse/pointing device is connected.



Posted By: LoganB

Re: The Sega Satan WIP/screenshot thread - 12/14/14 09:01 PM

Originally Posted By Kale
Ok, got why EGWord doesn't boot. It tries to communicate via serial on slave sh-2 internal. Other than that, pad 2 needs to be inserted into port 2 in order to enable status bar on top, and unexpectedly the thing refuses to run if a mouse/pointing device is connected.




Reading up on the WorPro set, and it also came with a printer interface, floppy drive and keyboard. Could either of these have been plugged into port 2, with the other(s) in the expansion port?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 12/14/14 11:55 PM

AFAIK floppy maps to a-bus -> expansion port.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 01/07/15 02:08 PM

Originally Posted By R. Belmont
Get 'em into game and I can look at hooking up MIDI :-)

Looks like both actually work even on MESS 0.156 I've reported, weird smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/07/15 03:14 PM

Could be that you got a corrupt back-up RAM then it inited back to default, that sometimes screws up system reliability for whatever reason.
Posted By: Rayman

Re: The Sega Satan WIP/screenshot thread - 01/16/15 05:17 PM

Originally Posted By Kale
Bump.

Thinking about what to fix next:
Silhouette Mirage: iirc sound irq timers go wacky, causing an hang (i.e. Master SH-2 expects that sound CPU clears 0x5a00760 somehow).
World Heroes Perfect: pure ASM game, hangs for unknown reason.
Saturn Bomberman: multitap support

Anything else? I'm open to suggestions that isn't Solo Crisis.

EVERY Sega Saturn driver improvement are welcome!
Posted By: BPzeBanshee

Re: The Sega Satan WIP/screenshot thread - 01/17/15 06:50 AM

Not strictly saturn, but there was some talk with several guys over at system11 forums a while back concerning Guardian Force on stv.c having 8 frames of input lag. I would've thought it was just bad programming on the developer's part but some PCB owners were saying it should be just as responsive as the rest of the games. Any ideas?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/18/15 07:44 PM

Tested with latest version? Earlier stv/saturn had massive timing faults (noticeable in Golden Axe: The Duel: if that goes in slowdown in the tested emulator then it's the wrong version).
Posted By: BPzeBanshee

Re: The Sega Satan WIP/screenshot thread - 01/19/15 08:34 AM

I tested with MAME 0.157 but haven't compiled a build from GitHub to test. Did I miss any changes in the last 14 days that may suppose improvements to this?
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 01/19/15 01:26 PM

Maybe it's the SMPC then.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 02/03/15 03:16 AM

Originally Posted By rorirub
The MIDI controller hooks up to the communications port, which connects to the SCSP MIDI I/O pins and to the SH2 serial communications pins (both master and slave, on separate pins).

SMPC does not come into the equation at any part.


Saturn Music School never enables the MIDI IRQ on the SCSP (for either the 68000 or the master SH-2) and does not access the MIDI port except for during early boot.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 04/18/15 06:27 PM

Originally Posted By Kale
Bump.

Thinking about what to fix next:
Silhouette Mirage: iirc sound irq timers go wacky, causing an hang (i.e. Master SH-2 expects that sound CPU clears 0x5a00760 somehow).
World Heroes Perfect: pure ASM game, hangs for unknown reason.
Saturn Bomberman: multitap support

Anything else? I'm open to suggestions that isn't Solo Crisis.


Just to bump this topic again smile

DragonHeart - Fire & Steel (PAL) - can't skip the demo; screen flickering ("works" exactly the same in SSF, haven't tried the USA version).
Virtual Kyotei 2 (Japan) - 2D screens are fine, 3D demo and ingame are completely MESSy with a framerate dropped to around 5-8 FPS. Similar behavior in SSF: 3D is better there, but with serious glitches and the framerate also drops after a few seconds of gameplay.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 04/23/15 09:48 PM

Virtual Kyotei 2 abuses of the scu dsp, trying to set up dma from/to work ram h (and of course it's 3d data). Pretty hard to understand what's going on, I assume at least one math is wrong for whatever reason ...
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/27/15 09:05 PM

Originally Posted By Kale
Bump.

Thinking about what to fix next:
Silhouette Mirage: iirc sound irq timers go wacky, causing an hang (i.e. Master SH-2 expects that sound CPU clears 0x5a00760 somehow).
World Heroes Perfect: pure ASM game, hangs for unknown reason.
Saturn Bomberman: multitap support

Anything else? I'm open to suggestions that isn't Solo Crisis.


Let me ask...
Is there any change that would affect various games at once?
I would be happy to test every game, one-by-one, if any substantial change is made after 0.161 release and I'll post the results of these changes with comparisons to the old state if you want me to smile
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 04/28/15 08:58 AM

Testing Sega Saturn games is no easy task. You need to check out if a given SW works and also (if it hangs) if it has a substantial different behaviour on non-DRC (i.e. Silhouette Mirage doesn't hang if you avoid DRC core).

If you want a base the reference link(s) is:

http://mamedev.emulab.it/kale/fast/files/saturnjp/0.php

These pages are written in 1980, so I'm tempted to improve the template for these and make them more user friendly if there's some feedback (including but not limited to adding screenshots etc.).
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/28/15 02:30 PM

Originally Posted By Kale

Testing Sega Saturn games is no easy task. You need to check out if a given SW works and also (if it hangs) if it has a substantial different behaviour on non-DRC (i.e. Silhouette Mirage doesn't hang if you avoid DRC core).


Well, I can test the all software, but for now, if it hangs, I do not yet know how to avoid the DRC core.
Until I learn how to do this, I can post a note saying something such "The game hangs. Avoiding DRC core wasn't tested yet." for example wink

Originally Posted By Kale

If you want a base the reference link(s) is:

http://mamedev.emulab.it/kale/fast/files/saturnjp/0.php

These pages are written in 1980, so I'm tempted to improve the template for these and make them more user friendly if there's some feedback (including but not limited to adding screenshots etc.).


Awesome list to start the work smile

Well, to help testing and documentation, I have taken the liberty of creating a spread sheet in Google Drive and started the work by copying all the information that we have right now from your reference link list.

Here it is: http://migre.me/pEp4Y

This link only let visualization, but I can add you as editor if you want to. Just send me by PM your Google e-mail, them I can share the editor rights with you wink

Later I'll start to make some tests and post there.
And I can add snapshots to that list too smile

Also, I realized that this list only have Japanese games. Do you have a similar list for European and American games?

Post scriptum:
Quote:
These pages are written in 1980

I know that you're kidding, but it's funny to imagine...
A list documenting a system, 15 years before it's release. That's what I call proactivity! laugh
Posted By: Osso

Re: The Sega Satan WIP/screenshot thread - 04/28/15 04:19 PM

Originally Posted By Shideravan

Well, I can test the all software, but for now, if it hangs, I do not yet know how to avoid the DRC core.
Until I learn how to do this, I can post a note saying something such "The game hangs. Avoiding DRC core wasn't tested yet." for example wink


I think adding -nodrc should work.

mess64 blah -nodrc
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 04/28/15 07:32 PM

Yes, -nodrc do the trick

And no, I don't have any us/eu compatibility list, mostly because I've never completed JP as you can see. Wouldn't be too hard to just parse mess xml list I believe.
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/28/15 10:21 PM

Ok, so avoiding DRC core won't be much of a problem smile

For now I'm modernizing the list and adding software from the other regions/ sets for test.
As soon as the 0.161 is released I will start testing and use it as base for the comparisons.
And the good news: friday will be holyday for me, then I can do some extensive tests in this weekend wink
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/28/15 11:48 PM

Quote:
I don't have any us/eu compatibility list, mostly because I've never completed JP as you can see. Wouldn't be too hard to just parse mess xml list I believe.


Ok, no problem.
I already added every game already documented in the softwarelist smile
Posted By: BPzeBanshee

Re: The Sega Satan WIP/screenshot thread - 04/29/15 01:39 PM

Can someone confirm whether or not Battle Garegga still works?
Checksum isn't matching the softlist, but it worked in SSF, and in MESS I get the BIOS screen with "Game disc unsuitable for this system", .cue or .chd. Can play the audio through the audio player just fine but when resetting it does seem prone to crashing the system, so I wonder if it's just me.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 04/29/15 01:52 PM

Are you running the correct BIOS region for it?
Posted By: BPzeBanshee

Re: The Sega Satan WIP/screenshot thread - 04/29/15 02:27 PM

Yeah, Japan game > saturnjp. I did also try plain saturn just to see if it'd make any difference, unfortunately not the case. Also tried some of the different BIOS version numbers, no joy.
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/29/15 02:47 PM

It's working for me, BPzeBanshee...
Posted By: BPzeBanshee

Re: The Sega Satan WIP/screenshot thread - 04/29/15 03:15 PM

Hmm, must be just me + MESS being sensitive due to WIP driver then. Cool to see it working at least Shideravan!
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/30/15 04:07 AM

I finished to test all American Demos and Samplers released for Saturn. Not so easy as you can see, because I tested every demo inside each disk and took some time with them.
Also, I'm nearly finishing Special Disks and Demos released in Japan (whose list is a lot longer).
Tomorrow, I expect to take my free time to begin testing every North American SW smile

r35368
Bug! Playable Preview (USA) [81030] bugud Crashes after SEGA logo.
Christmas NiGHTS: into Dreams... (USA) [81067] xmasnighu Various GFX errors.
NiGHTS: into Dreams... (USA) [81063] nightsam Various GFX errors.
Panzer Dragoon Playable Preview (USA) [81018] panzerud No problem found.
Rayman Playable Preview (USA) [610-6164] raymanud "VDP1: Sprite List Illegal 0d, contact MAMEdev" message. Minor GFX errors. Game playable fine.
Sega Saturn Bootleg Sampler (USA) [81031] bootlegc Partial World Series Baseball: hangs before enter ingame (even with -nodrc). Sega Rally: Numerous graphical problems, hags before enter ingame. Clockwork Knight 2 runs fine.
Sega Saturn Bootleg Sampler 2 (USA) bootleg2 Partial Bug: Black Screen. Other games, the same behavior of bootlegc.
Sega Saturn Choice Cuts (USA) [81600] satccuta Convulsing Screen... "Did not init the GFS properly, returnco"(sic).
Sega Saturn Choice Cuts 2 (USA) satccut Some videos (Bug!, NHL, etc) freezes, but doesn't hang the emulation.
Sega Screams Volume 1 (USA) [81075] segascre r35368 Virtual On, Baku Baku Animal and Three Dirty Dwarves runs nice. Daytona CCE fails to show the track. Bug Too hangs ingame.

Of course, I already updated the information on spread sheet.
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 04/30/15 06:56 PM

Originally Posted By Shideravan
I finished to test all American Demos and Samplers released for Saturn.

All? smile Even Sega Screams Volume 2? smile
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/30/15 08:03 PM

Originally Posted By F1ReB4LL
Originally Posted By Shideravan
I finished to test all American Demos and Samplers released for Saturn.

All? smile Even Sega Screams Volume 2? smile

Sorry... All demos and samplers already dumped, I mean wink
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 05/01/15 07:14 AM

Finished all Japanese special disks, demos and samplers!

Also, I found a major issue with Sega Rally Championship Hibaihin (Japan) [SGS-9047] (srallycjhib), which sometimes crashes emulator, others tries to get information illegally from the bios area, etc.
I'm trying to understand what's happening with this game specifically and if needs furter investigation...
Posted By: Christina

Re: The Sega Satan WIP/screenshot thread - 05/05/15 09:07 PM

Here is a driver that seems quite promising.
Very good to know that there are currently people are devoting to it.
Posted By: Rayman

Re: The Sega Satan WIP/screenshot thread - 07/06/15 07:36 PM

Originally Posted By Kale
Testing Sega Saturn games is no easy task. You need to check out if a given SW works and also (if it hangs) if it has a substantial different behaviour on non-DRC (i.e. Silhouette Mirage doesn't hang if you avoid DRC core).


since a lot of games don't work without -nodrc, wouldn't it be a good idea to use MCFG_FORCE_NO_DRC to avoid driver be executed 'without' -nodrc, the same way which
is done in the N64 driver?
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 07/06/15 08:12 PM

I'd rather fix the problems, but nobody told me that "a lot of games don't work without -nodrc"; in my experience most games work fine with it.
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 07/06/15 08:20 PM

I think the issue is that some of them are 'unfixable'

Correct me if I'm wrong, but the recompilers assume code 'blocks' and there are cases where the games want to run step-by-step between both CPUs, and when using a DRC even with perfect interleave you don't get that. This I believe is why Moogly has had to disable it on N64 because the MIPS and RSP need to run locked in perfect sync.

Might make more sense (on Saturn) to be able to flag it in the softlists than a global disable tho.
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 07/06/15 08:32 PM

Those cases are absolutely fixable, you just need to define any RSP busywait by the MIPS as a single-instruction block and vice-versa on the RSP. I think the majority of N64 hangs/crashes right now are due to an actual bug in the DRC; Happy believes it's in the exception handling code generation, which could certainly make it look like a sync problem. Rewind capability that worked with the debugger could make relatively short work of whatever's going on, I think.

On the Saturn, step-syncing the SH2s is pretty much the worst thing you can do to performance on that hardware so I doubt it happens much.
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 07/06/15 09:30 PM

Well, in my tests, various games really needs -nodrc and I don't know if they could be considered just "exceptions".
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 07/06/15 09:51 PM

Few examples:
area51u
batmanfu
blazdragu
hotdu/hotdtai
flshss7 (Greatest Nine' 96 needs -nodrc to avoid hangs just before start the game itself)
srobotftai

And I not finished to test every software yet, but I tested a significant amount of them (you can take a look in the list in my signature for those I already published)
To say the truth... Every software which I tested and had any kind of problem. I used -nodrc to see the differences.
If the driver forces "-nodrc" by default, I think that would be easier for proper testing and debugging the driver.
Also, it would avoid false bug reports for users not aware of this... At least until a definitive fix come (if it's possible).
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/21/15 09:12 PM

While rewriting CD Block*, happened that I've stumbled across new bugs. One is World Heroes Perfect, which has clearly a CD Block bug in the old version (stalls for whatever reason) plus a SMPC input bug with TH Control Mode which is now fixed hopefully (disregard backgrounds due of new CD Block issue(s))



Another one is with "Multiplayer"**: CD-DA is routed thru EXTS ports into SCSP, and that's 0xee* also seen previously by Kyuutenkai (which almost likely uses it for synching video and CD-DA sound). I've routed the get_channel_volume for the time being, the thing is a bit more complex unfortunately ...



(disregard TOC issue with track length)

* (which has still a long road ahead, checkout saturn_cdblock branch if you're curious)
** Name by Sega, don't ask.

EDIT: WHP fix also fixed the original Chaos Control inputs, unsurprisingly:

Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/22/15 11:04 PM

World Heroes Perfect had a bug in the saturn_cdblock branch just due of missing CD-DA hookup. Implementing the logic part and we got backgrounds here:



Jikkyou Oshaberi Parodius writes a supposedly unmapped SCSP bit (bit 15 of MSLC port). Enabling that causes speech to finish talking and indirectly playable status at half speed for unknown reasons ...



EDIT: Amagi Shien wants a CD status change when reset selector command is issued (i.e. go out of the pause state). For now I've stand-byed it in the saturn_cdblock branch for testing purpose, more likely it expects a busy (which is normal, I just don't have a plan about it yet).





Next is slightly NSFW. Game is a seinen visual novel in case you were wondering:
Click to reveal...


Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 07/28/15 07:02 PM

Samurai Spirits IV uses sprite mode 07 for drawing HP bars. Surprised that nobody ever reported this.
Other than that it has other two VDP1 bugs: transparency instead of black and sprite list looks incomplete (for example: being hitted makes sprite to disappear).





Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 08/22/15 11:13 PM

Awesome, Kale!
Is there a way to build a MAME with the improvements coming from your user directories (saturn_cdblock, etc.) for testing purposes?
I can test more games and give you feedback of how the changes are affecting different games smile
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 09/06/15 07:04 PM

Originally Posted By Kale
Samurai Spirits IV uses sprite mode 07 for drawing HP bars. Surprised that nobody ever reported this.
Other than that it has other two VDP1 bugs: transparency instead of black and sprite list looks incomplete (for example: being hitted makes sprite to disappear).

Well, I guess there are many bugs nobody ever reported, since for the driver with the "Not Working" status little video bugs are expectable. Like the problem in Exhumed, which runs fine, but all the shadows are replaced with smilies (some ingame debug feature triggered by incorrect emulation?):

Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 09/06/15 10:15 PM

Originally Posted By F1ReB4LL
Originally Posted By Kale
Samurai Spirits IV uses sprite mode 07 for drawing HP bars. Surprised that nobody ever reported this.
Other than that it has other two VDP1 bugs: transparency instead of black and sprite list looks incomplete (for example: being hitted makes sprite to disappear).

Well, I guess there are many bugs nobody ever reported, since for the driver with the "Not Working" status little video bugs are expectable. Like the problem in Exhumed, which runs fine, but all the shadows are replaced with smilies (some ingame debug feature triggered by incorrect emulation?):



I'd guess they're shadow sprites which end up ignoring the actual colour values and just shadowing pixels, the fact they appear as faces was probably just the developers having a bit of fun. If proper mixing was implemented it would probably look fine.
Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 04/23/16 03:00 PM

while cleaning up a bit the input handling in the driver I thought I could add something nice...




technically you can even start with 10 players, but MAME does only support up to 8 sets of controls to be mapped... so that P9 and P10 inputs end up overlapping P1 and P2

maybe we could extend the input set now that we have something requiring a 9th and 10th players wink
Posted By: Stiletto

Re: The Sega Satan WIP/screenshot thread - 04/23/16 05:53 PM

Heck yeah, 10-player Bomberman laugh
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 04/23/16 08:09 PM

not sure if your question was rhetorical, but yes, we should be able to support any number of players

Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 04/24/16 05:48 AM

yeah it was rhetorical, but adding new players in the core require a clean compile, so that I needed quite some time before testing the new code

anyway, here we are with 10 players contemporarily on board smile



if I'm not wrong, this is a first among open source emulators (I think only SSF supports 10 players through emulation)
Posted By: F1ReB4LL

Re: The Sega Satan WIP/screenshot thread - 04/24/16 11:35 AM

Originally Posted By etabeta78
if I'm not wrong, this is a first among open source emulators (I think only SSF supports 10 players through emulation)

http://www.libretro.com/forums/showthread.php?t=1518 -- yabause probably also could.

Btw, still no traces of the original Hi-Ten Bomberman and Hi-Ten Chara Bomb games on pre-PC-FX h/w?
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 04/24/16 10:56 PM

Awesome smile
Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 04/25/16 05:13 AM

Originally Posted By F1ReB4LL
Originally Posted By etabeta78
if I'm not wrong, this is a first among open source emulators (I think only SSF supports 10 players through emulation)

http://www.libretro.com/forums/showthread.php?t=1518 -- yabause probably also could.


oh, well, no problem. we are late to the party anyway, given that most people willing to play with it was already using SSF smile

I still have to dig a bit more around the actual way SMPC reads multitap controllers though, because if it checks the controller presence it does not have enough registers to carry all the bits and it is not fully clear to me ATM if this just means that controllers are read through multiple 32-register accesses or what... maybe I will poke Kale about it too wink
Posted By: retro

Re: The Sega Satan WIP/screenshot thread - 04/25/16 05:06 PM

Amazing Work esabeta78, Can you add widescreen options in the Video options, as its only set at 4.3 Cheers
Ive been looking what other systems and games used widesreen.

Dreamcast games that have widescreen options are:
-Donald Duck's Quack Attack
-F355 Challenge
-Metropolis Street Racer (16:9 is an unlockable feature for some odd reason)
-NASCAR Thunder
-Rayman 2
-Star Lancer
-Test Drive V-Rally
-Tokyo Highway Challenge 2
-Toy Commander
-Toy Racer
-Trickstyle
-Wacky Races
-Ginat Gram: All Japan Prowrestling 2
-Giant Gram 2000: All Japan Prowrestling 3

Saturn games presented in widescreen are:
-High Velocity
-Nights
-Christmas Nights
-Panzer Dragoon Zwei
-Bomberman
-Tounge: King of Spirits 2 (3rd option down)
-All Japan Pro wrestling featuring virtua

32X games presented in widecreen:
-Virtua Fighter (first 16:9 home game EVER)

Nintendo 64 games in widescreen:
-Banjo-Tooie
-Donkey Kong 64
-Goldeneye 007
-Jet Force Gemini
-Perfect Dark
-Space Circus Fever
-Turok 2: Seeds Of Evil

Playstation 1 games in widescreen:
C3 Racing/Max Power Racing
Codename Tenka
Colin McRae Rally
Formula 1 (1996)
Ghost In The Shell
ISS Pro Evolution 2
J-League Winning Eleven 2000
J-League Winning Eleven 3
J-League Winning Eleven '98-'99
Madden NFL 2002
Ms. Pac Man Maze Madness
Pac-Man World
Rush Hour
Snow Racer '98
Spyro 2 (NTSC-U version)
This is football
TOCA Championship Racing
Trap Gunner
Triple Play Baseball
Wip3out
Wip3out: Special Edition
Worms Armageddon
Yarudora Series Vol. 1: Double Cast


Dont know if they need adding into the video options for each system.

Cheers

Retro27
Posted By: etabeta78

Re: The Sega Satan WIP/screenshot thread - 04/25/16 07:34 PM

the game is not technically widescreen.
it just increases internally the resolution.

dozen of games can do that, even more so on psx
Posted By: Haze

Re: The Sega Satan WIP/screenshot thread - 04/25/16 07:46 PM

Hmm, no, I think the games listed do actually have modes that were designed for use on a widescreen TV.

For example Virtua Fighter on the 32X has an option in the options menu called 'Display' where you can select 'Normal' or 'Squeeze' and if you select 'Squeeze' it renders all the 3d at an aspect ratio that's clearly designed to be displayed on a 16:9 TV.

They predate proper standards for widescreen modes in games, but the developers added support for people with widescreen TVs anyway.


Posted By: Reznor007

Re: The Sega Satan WIP/screenshot thread - 04/25/16 08:15 PM

The n64 ones support it quite well. Perfect dark let's you set the aspect ratio to be letterbox widescreen on a 4:3 TV, or full screen on a 16:9 TV, or even a more cinematic aspect ratio (2.35:1 maybe)
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 04/25/16 08:43 PM

Yeah, anamorphic 16:9 was almost common in the PS2 era, I did some of that programming myself. I should've kept the paper I did the math on ;-)
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 04/26/16 11:27 AM

Originally Posted By etabeta78
Originally Posted By F1ReB4LL
Originally Posted By etabeta78
if I'm not wrong, this is a first among open source emulators (I think only SSF supports 10 players through emulation)

http://www.libretro.com/forums/showthread.php?t=1518 -- yabause probably also could.


oh, well, no problem. we are late to the party anyway, given that most people willing to play with it was already using SSF smile

I still have to dig a bit more around the actual way SMPC reads multitap controllers though, because if it checks the controller presence it does not have enough registers to carry all the bits and it is not fully clear to me ATM if this just means that controllers are read through multiple 32-register accesses or what... maybe I will poke Kale about it too wink


In theory:
1. Have you checked params used by the INTBACK command? Especially if 255-byte mode is used. (page 37 of the SMPC manual).
2. Page 39 suggests that SR bit 5 must be on for "remaining peripheral data" to occur when SMPC returns data. I'm guessing that there isn't enough space for all 10 players in the SMPC buffer OREGs, so HW probably sends a first INTBACK with bit 5 on then a second one with bit 5 off.
There must also be an hand-shake flag from SH-2 side to get remaining data, no idea how that occurs exactly.
Posted By: belegdol

Re: The Sega Satan WIP/screenshot thread - 04/27/16 07:35 PM

Hi,
I just tested sonic3du. In the first bonus stage, sound effects get into an infinite loop, getting louder and louder.
Posted By: Mednafen

Re: The Sega Satan WIP/screenshot thread - 09/26/16 12:41 AM

Don't know if this is relevant, but if it can prevent other people from tearing their hair out...

Some of the racing games, like Daytona USA CCE, use the wrong instruction to test for which CPU the code is running on, so all the bits existing in BCR1 should at least be stub-emulated(for readback).
Posted By: R. Belmont

Re: The Sega Satan WIP/screenshot thread - 09/26/16 12:52 AM

Thanks! We only emulate the "is slave" bit in BCR1 read back right now it looks like.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 09/27/16 11:08 AM

Yeah, puzzled me out a lot that bug, thanks!





The whole sh2 internal stuff needs rewriting from scratch, might as well just start a branch specifically for that ..
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 10/09/17 02:31 PM

Some days ago I've fixed a cdrom regression and hacked around a country code check in the Sports Fishing 2 BIOS (checks at 0x809c which is bogusly a 0x00 in the dump):

[Linked Image]

After few MPEG command hookups this is what it displays (notice the UNDERLICENSE typo):

[Linked Image]

[Linked Image]

Not much else is displayed, game almost fully uses MPEG videos for its gfxs, and I have no idea about the inner workings of it.
Posted By: Kale

Re: The Sega Satan WIP/screenshot thread - 10/23/17 05:52 PM

Fixed a silly bug with line/polyline not taking the right branch in VDP1.

This makes Die Hard Arcade to properly draw wireframe maps in between levels:

[Linked Image]

Also probably fixes WipeOut wireframe mode too but I don't have that disc available at current time.
Posted By: Shideravan

Re: The Sega Satan WIP/screenshot thread - 10/26/17 02:20 AM

It seens that vf2u graphics regressed in the last MAME version

[Linked Image]
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