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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 |
Probably a typo in the source. MAME's debugger is many times more powerful than what was available to actual developers at that time.
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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 |
wow! now also the stars pattern in SNES Test Cart looks ok! great work Kale!
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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 |
Last edited by Kale; 08/09/09 09:35 PM.
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Joined: Dec 2005
Posts: 443
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Senior Member
Joined: Dec 2005
Posts: 443 |
Bug: Super Chase HQ menu. Background is all red, should be blue.
Mega Man X, with its fiendish copy protection? works! (at least the 1.0 version)
RPM Racing: Interplay logo is wrong.
Tokimeki Memorial: menus are bad screwed. (missing text)
Energy Breaker: world map is missing entirely.
Madara 2: menu is actually functional, but horribly misaligned (cursor/text it represents). Most likely a remaining hires sprite issue, because the cursor is confines to the left side of the screen.
Edit: just updated to 5390, and Madara 2 freaked out. Clean build fixes it. I suggest SVN users clean build before reporting bugs.
Last edited by Heretical_One; 08/10/09 12:00 AM.
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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 |
RPM Racing: Interplay logo is wrong. Another doubled y-axis issue due of interlace mode (check the system info, if it says 4** as vertical resolution then it's into that mode).
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Joined: Dec 2005
Posts: 443
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Senior Member
Joined: Dec 2005
Posts: 443 |
Well, you guys are kicking butt here, so I had to mention it. I don't expect it to be a valid bug for long, with the way you and etabeta78 are ripping through some of the fundamentals of rendering and register accesses. I'm having no luck on my NES projects, so I'll see if I can't find any obvious ways to help out here Edit 1: Probably the single biggest "quick fix" for timing being very off is that DMA takes 0 cycles. while the proper figure is (length+1) for the transfer itself, there is some overhead (I can't find byuu's *DMA data any better than I can keep up with his IRQ timing data to give exact figures)
Last edited by Heretical_One; 08/10/09 12:26 AM.
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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 |
Charles MacDonald's interlace demo from bug 786 works now too except for the (non) doubled sprites. 1843 and 1847 are likely both offset-per-tile mode even if I'm not clear wtf a "DYCP scroller" is
Last edited by R. Belmont; 08/10/09 12:46 AM.
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Joined: Dec 1999
Posts: 1,180 Likes: 2
Very Senior Member
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Very Senior Member
Joined: Dec 1999
Posts: 1,180 Likes: 2 |
I thought you were the demoscene fanboy
Last edited by Justin; 08/10/09 05:19 AM.
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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 |
Hey, I almost remember the purported storyline of Second Reality someone made up on USENET 15 years ago, but I've never heard that term
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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 |
it should not affect speed *cut* Guess that you don't know that your changes have hitted a noticeable speed drop, no? (try Dead Dance on plain 0.133 and now and let me know...) most regs have been added to PPU struct now. Dead Dance has lost <2% compared to rev.5355 (but I admit that I still haven't compared to 0.133) my next task is to understand why window masking uses opposite values for color (it should not)...
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