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Yeah, the x68k emulation still has it's fair share of issues; seems to handle most of the shooters I've tried, but results with other types of game have been mixed, although I'm not always sure if that's user error or not (being a full-blown computer, there's plenty of room for user error, even if it's just using the wrong amount of RAM, or not understanding a disk prompt change, or not understanding a game needs HDD install, or some extra peripheral)

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https://github.com/mamedev/mame/commit/c89891e4aa3746da8d3f325a6e4db5bd1468e1c8 fixes the overtake flickering. The pcm audio doesn't work though (the fm music does work if it's enabled in the menu). The walls beside the track which don't appear in XM6 seem to be in real hardware videos so AFAICT they aren't a graphic error.

[Linked Image from i.imgur.com]

Last edited by crazyc; 05/14/21 06:50 PM.
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nice, definitely looks more like it'll be worth showing now.

is the cause of the PCM issue obvious? could it be lack of RAM, or the game needing to be HDD installed?

slightly off-topic, but does anybody know how to get Runner's High on the PC98 machines to run (which machines, which options etc.?) I can't tell from the notes if that will be worth showing, but they indicate it should be doing more than I could ever get it to do.

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As far as I can tell it's an emulation issue, the game requires 2 MB (the MAME default is 4) and it should be playing ADPCM sounds even with that.

Runner's High supports the PC-9801-86 sound card, so you probably want to use it. Also, I'd recommend using a 486-based machine like the Ce2 for the best speed.

The "right" way to run it would be using the DiscStation 10 CD, but there's also a "fake" floppy version in the softlist that was ripped from the CD, and it's easier to use. You could use this command line:

mame pc9821ce2 -cbus0 pc9801_86 -flop1 dstat_10:flop2

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Since we're on an "old Japanese computers" theme now, my fix for the FM Towns audio balance just went in, so anything that uses FM+PCM or FM+CDDA (which means, of course, a lot of eroge, but also some "clean" stuff like Asuka 120%, Emit or Genocide Square) should sound a lot better.

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FM Towns Asuka 120% draws to the sprite ram while it's "busy". https://github.com/mamedev/mame/commit/f4db018d8e0841dfe5b98f99eb62f6059e4610cf changes it to draw at the end not the start. Picture doesn't really illustrate the fix well but the sprites were corrupt when the characters did moves.
[Linked Image from i.imgur.com]

Last edited by crazyc; 05/15/21 08:14 PM.
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I think the Asuka fix has broken some other things... I haven't tested too many, but Shadow of the Beast and Galaxy Force 2 hang when you are about to start playing, for example.

When I was investigating other things I found out that some games are very sensitive to the timing of the sprite flag, so maybe it's related to that.

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Originally Posted by crazyc
https://github.com/mamedev/mame/commit/c89891e4aa3746da8d3f325a6e4db5bd1468e1c8 fixes the overtake flickering. The pcm audio doesn't work though (the fm music does work if it's enabled in the menu). The walls beside the track which don't appear in XM6 seem to be in real hardware videos so AFAICT they aren't a graphic error.

[Linked Image from i.imgur.com]

You can turn the walls on / off in the config menu before you start the game, it calls them Polywall

The game seems to work pretty well, although the tunnels on the Monaco track look like the raster isn't quite working as it should, I suspect it should repeat a blank line, instead it repeats the top of the road?
[Linked Image from ]

doesn't impact playability, but thought it was worth pointing out.

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It turns out to be an off by one in the tile bg scroll.
[Linked Image from i.imgur.com]
I'm not super comfortable with the fix though, regression tested is really needed.

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