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Re: Torturing the NES driver: results #1704
12/18/05 12:41 AM
12/18/05 12:41 AM
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AWJ Offline
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(re: NES palette)
Look at PALETTE_INIT( tia_NTSC ) and PALETTE_INIT( tia_PAL ) in src/vidhrdw/tia.c. These functions generate a palette based the same method as ppu2c03b.c, only they do it correctly.

Ideally, all vidhrdw in MESS that generates composite video (e.g. mess/vidhrdw/vic6567.c) should also generate colors programmatically, and all use common code. Then we could add hooks to allow the user to tweak the brightness/contrast/saturation/hue.

Quite a while ago I found a web page with all the parameters to generate a palette for a PAL C64. It's a place to start.

Re: Torturing the NES driver: results #1705
12/18/05 01:08 AM
12/18/05 01:08 AM
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R. Belmont Offline
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AWJ: if your last attachment on bug 669 is correct and mathematically provably so I'll send it in.

Re: Torturing the NES driver: results #1706
12/18/05 01:20 AM
12/18/05 01:20 AM
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RB: Thanks, but I'd rather do what I suggested in the previous post: actually create a module for NTSC/PAL color generation and start hooking drivers up to it, starting with ppu2c03b.c, tia.c, and vic6567.c.

I'll probably do that and submit it once I finish the other thing I'm working on right now.

By the way, why is tia.c in the MAME tree rather than in MESS? Were there 2600-based arcade games?

Re: Torturing the NES driver: results #1707
12/18/05 01:26 AM
12/18/05 01:26 AM
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R. Belmont Offline
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Sounds good. And yes, there is 1 arcade game on 2600 h/w. I forget what it's called though.

ETA: "Tournament Table", which apparently is an adaptation of the home "Video Olympics" 2600 cart. Also, there's 2 RIOT chips for double the RAM (woot).

Re: Torturing the NES driver: results #1708
12/18/05 01:42 AM
12/18/05 01:42 AM
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AWJ Offline
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Quote:
Originally posted by R. Belmont:
And yes, there is 1 arcade game on 2600 h/w.
Given that there's an arcade game on VIC-20 hardware (attckufo), I guess this should be the last thing to surprise me...

Re: Torturing the NES driver: results #1709
12/18/05 03:22 AM
12/18/05 03:22 AM
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Heretical_One Offline OP
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I think a memory system tutorial would be helpful, if it can be kept up to date.

I think I've gotten rid of the brutal hack using the c64 driver as a base. Essentially, I've got the NES driver allocating its own RAM, and storing the RAM in the nes struct. You can look at c64_memory as a guide to the angle I tried.

I won't be submitting the fix (so far, only 5 games tested) until I'm more certain there's no additional support work to be done...

Re: Torturing the NES driver: results #1710
12/18/05 05:46 AM
12/18/05 05:46 AM
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Vancouver Island, BC, Canada
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Justin Offline
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Yeah I've known 457 has been dicey for a while but I haven't gotten around to doing anything about it. I just closed it.

Re: Torturing the NES driver: results #1711
12/18/05 05:57 AM
12/18/05 05:57 AM
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Justin Offline
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Quote:
Originally posted by Heretical_One:
Second, I've no plans to emulate color emphasis at all. Bug 699 says "Very few games use them", and that's as specific as it gets. See a problem?
Chris Covell\'s Wall demo is the only thing I know of that uses the color emphasis bits, although apparently a few commercial games did.

I'm now on break from university so I'll try to start filing bug reports for problems with specific games now that there's someone who might actually do something about them.

Re: Torturing the NES driver: results #1712
12/18/05 06:24 AM
12/18/05 06:24 AM
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Heretical_One Offline OP
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When possible, include stuff like mapper number, even if that means making another emulator (Nintendulator or Nestopia, is possible) spit out the information.

Nestopia, iirc, points out bad headers, and the rumor is that GoodNES includes a "repair" command that will experiementally fix bad headers, but isn't officially supported yet.

In any case, a game with banking problems is often hard to fix when you don't know what mapper it uses, or if MESS even supports it. It'd be nice to make MESS spit out the mapper, but don't bet on that happening any time soon.

Re: Torturing the NES driver: results #1713
12/18/05 06:29 AM
12/18/05 06:29 AM
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R. Belmont Offline
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Looking at the NES bugs in Bugzilla:

145: the mapper itself appears to work perfectly (it's too simple not to), but I'll bet the real trouble is that Rare games need good timing. (Battletoads hangs for me as described after starting a game - the note about it working in mid-2003 is likely when Brad had raster effects working before it all got clobbered by the MAME code. Whoever initially entered #290 should be ashamed of themself).

240: I have no FDS images so I have no idea on this.

290: Since Rob's already started improving the video code we have, this can be killed IMO.

438: APU, I'll check it after I rewrite it.

699: The palette, AWJ's on this.

816: Heck if I know smile

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