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I had previously noticed other games where there was a line of bad pixels at the bottom (even DirectX IIRC) maybe related?

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Rather than a off by one, the partial updates were including the current line which was drawing it before the irq handler could update the scroll register. The line of bad pixel at the bottom is a harmless hack to make sure a raster irq at the last line would arrive before vblank (which broke akumajo), the correct solution would be to make 256 modes be 512 pixel high and double scan every line.

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Ah, makes sense, and overtake looks great now. With terradrive working too I'll be sure to include both in the upcoming stream, as something a bit different

While still on the subject of x68k racing games, super hangon for the x68k seems to have a different issue, one with background colours often being rendered as black rather than as they should be. This means the music select screen has a black background, when it should be orange, and parts of the sky are black too. Had that one just been the sky, I would have guessed raster split too, but because an entire screen has the wrong background colour, I'm not so certain

(also does anybody know how to accelerate in groupx, also on the x68k, I can find the gear shift keys, I can see the mouse does some kind of steering thing at the top, but nothing seems to be move me forward)

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I got curious about Group X... it's pretty hard to guess the controls without a manual, but I think I figured it out.

First you have to map something to the HELP key on the keyboard and push it once, that's the car ignition. Then you shift gears with S and D, and push space to accelerate. You can steer the car by moving the mouse while holding down a button (I think it doesn't matter which one).

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ah, thanks, I wouldn't have thought to map the HELP key, that's the unfortunate thing with systems that have keys not present on a PC keyboard :-)

it's a little odd in letting you redefine 4 of the keys (gear up / gear down / half-clutch and one other) but nothing else.

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Quote
While still on the subject of x68k racing games, super hangon for the x68k seems to have a different issue, one with background colours often being rendered as black rather than as they should be. This means the music select screen has a black background, when it should be orange, and parts of the sky are black too. Had that one just been the sky, I would have guessed raster split too, but because an entire screen has the wrong background colour, I'm not so certain
[Linked Image from i.imgur.com]
This part is caused by apparently the hardware selects the lowest priority tile layer pixel to draw if all layers are transparent.

[Linked Image from i.imgur.com]
This one by the 0 color index being treated as transparent which as I recall I assumed was true based on other behavior but nothing expects it (at least nothing I know of... ).

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Originally Posted by crazyc
Quote
While still on the subject of x68k racing games, super hangon for the x68k seems to have a different issue, one with background colours often being rendered as black rather than as they should be. This means the music select screen has a black background, when it should be orange, and parts of the sky are black too. Had that one just been the sky, I would have guessed raster split too, but because an entire screen has the wrong background colour, I'm not so certain
[Linked Image from i.imgur.com]
This part is caused by apparently the hardware selects the lowest priority tile layer pixel to draw if all layers are transparent.

[Linked Image from i.imgur.com]
This one by the 0 color index being treated as transparent which as I recall I assumed was true based on other behavior but nothing expects it (at least nothing I know of... ).

very nice, I'll be sure to give this one a spin in an upcoming stream :-)

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[Linked Image from i.imgur.com]

Fixed the gaps in the full color sprites in Towns Shadow of the Beast 2.

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Just added a fancy internal layout for the TX81Z, which is sounding quite reasonable now. (Sadly, missed the 0.232 cutoff, so you'll need top of tree.)

[Linked Image from aarongiles.com]

Also a 16:9-friendly view because the full one is hard to read unless you've got a 4k display:

[Linked Image from aarongiles.com]

(And yes, crt-geom-deluxe seems to be applying to the LCD display -- probably shouldn't)

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The TX81Z was actually a run-up to doing a PSR-60 layout. [Linked Image from aarongiles.com]

(Full resolution link)

Keys are hooked up (thanks to RB for already figuring out that part), but the copious buttons and LEDs will require emulating the little driver multiplexer chip. Shouldn't be too hard, I think.

The goal is to be able to switch instruments so I can see how the OPQ is handling things other than "organ", which seems to be the default.

Last edited by AaronGiles; 05/25/21 06:17 PM.
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