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Joined: Jan 2006
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could you name exactly the demo(s) you refer to? having test cases saves a lot of time wink

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Super Chase HQ indicates we're allowing too many bits of precision somewhere in the Mode 7 code.

MESS SVN is about 15% faster than bsnes for me.

the +1 is only hackish in that a proper fix is probably to special case line 0 to update the y value and "process sprites".

Got my money for the next 2 weeks. Now I need my sleep smile

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Kale Offline OP
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r5370 /src/mame/video/snes.c: SNES: Fixed rowscroll line bug in many games

before (Dead Dance (J)):
[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

after:
[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]



Oh, the PAL SNES doesn't catch that it must run at 240 vertical resolution...

Quote
the +1 is only hackish in that a proper fix is probably to special case line 0 to update the y value and "process sprites".

Ah, ok, so it's not THAT hackish then, just inaccurate smile

Last edited by Kale; 08/07/09 02:54 PM.
Kale #52341 08/07/09 03:15 PM
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Kale Offline OP
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Ah, as a chain reaction the above bug have fixed another weird bug with color windows, examples:

Before:
[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

After:
[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

I love when this happens wink

Kale #52345 08/07/09 06:09 PM
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I have a suspect about the mode 7 bits... thanks for the test case.

after dinner, if I don't fall asleep (I just traveled by car for around 3 hrs with around 30�C temperature and no air cooling frown ), I should be able to code a bit and test if I'm correct

stay tuned

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R
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Nice, and good luck eta smile

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Kale Offline OP
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Dokyusei 2 does a weird thing: during gameplay it swaps between bg modes 1 and 5, presumably for doubling the resolution of the background until a certain line...That explain why it writes both normal and wide sprites versions at the same time too.

Kale #52350 08/07/09 07:40 PM
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Kale, can you investigate the problem that MESS has with Puzzle Bobble / Bust-A-Move, where every other time the bubbles are pushed downward, the sprite positions become desynced from the background layers? I recall that either SNES9x or ZSNES had the same issue until only the past 5-6 years or so.

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Mode 1/7 splits are fairly common, especially in sports games. Never heard of a 1/5 before smile

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Super Kick Boxing (J) has severe background graphic glitches, but it's fully playable. Any clues on how to fix that??

I would post some pics here, but I can't find a good free webhosting that allow brazilian IP's... frown

Keep with the amazing work! smile

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