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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
could you name exactly the demo(s) you refer to? having test cases saves a lot of time
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Joined: Dec 2005
Posts: 443
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Senior Member
Joined: Dec 2005
Posts: 443 |
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
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Joined: Aug 2009
Posts: 1,251 Likes: 171
Very Senior Member
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OP
Very Senior Member
Joined: Aug 2009
Posts: 1,251 Likes: 171 |
r5370 /src/mame/video/snes.c: SNES: Fixed rowscroll line bug in many gamesbefore ( Dead Dance (J)): after: Oh, the PAL SNES doesn't catch that it must run at 240 vertical resolution... 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
Last edited by Kale; 08/07/09 02:54 PM.
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Joined: Aug 2009
Posts: 1,251 Likes: 171
Very Senior Member
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Very Senior Member
Joined: Aug 2009
Posts: 1,251 Likes: 171 |
Ah, as a chain reaction the above bug have fixed another weird bug with color windows, examples: Before: After: I love when this happens
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
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 ), I should be able to code a bit and test if I'm correct stay tuned
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Joined: Mar 2001
Posts: 17,217 Likes: 234
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,217 Likes: 234 |
Nice, and good luck eta
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Joined: Aug 2009
Posts: 1,251 Likes: 171
Very Senior Member
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OP
Very Senior Member
Joined: Aug 2009
Posts: 1,251 Likes: 171 |
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.
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Joined: May 2009
Posts: 2,215 Likes: 382
Very Senior Member
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Very Senior Member
Joined: May 2009
Posts: 2,215 Likes: 382 |
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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Joined: Mar 2001
Posts: 17,217 Likes: 234
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,217 Likes: 234 |
Mode 1/7 splits are fairly common, especially in sports games. Never heard of a 1/5 before
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Joined: Mar 2007
Posts: 298
Senior Member
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Senior Member
Joined: Mar 2007
Posts: 298 |
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... Keep with the amazing work!
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