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Joined: Mar 2001
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Given the improvements in both correctness and the readability of the code (having everything in the PPU struct helps a lot here) I'm not too concerned about performance.
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Joined: Dec 2005
Posts: 443
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"different Y Character position", according to Wikipedia Translation? Arbee nails it. OPT modes
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r5395 /src/mame/ (machine/snes.c video/snes.c includes/snes.h): [SNES]: Fixed doubled y-axis sprites when in interlace mode Another interlace bug is with Syvalion vertical scrolling masks when it shows the level intro text, it's like halved at 256 instead of 512...
Last edited by Kale; 08/10/09 11:14 AM.
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Joined: Dec 2005
Posts: 443
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Good work, Kale!
Looks like the main issue with hi-res remaining is some half-width outputs. I'm guessing this is when the screen is partially 512 and partially 256.
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Joined: Aug 2009
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r5398 /src/mame/video/snes.c: [SNES]: Improved window effects when in H-512 mode. Super Moero Pro Yakyu Doukyusei 2 (there was a vertical stripe of corruption in the middle and windows were cutted in half before) Dunno about that remaining corruption tile in Super Moero Pro Yakyu, I bet 15 bucks that's another window bug...
Last edited by Kale; 08/10/09 03:38 PM.
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Joined: Jan 2006
Posts: 3,691
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very good improvement! I'm temporarily taking a break from color math because is quite hard to follow on docs and I'm a bit busy with Real Life business
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Joined: Mar 2001
Posts: 17,215 Likes: 234
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Very nice. I'm glad to see all these improvements
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Joined: Aug 2009
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About the Act Raiser (u) / Go Go Ackman 2 / Ring ni Kakero / Secret of Mana / Syvalion (and still counting) sound bug... Setting the main cpu clock at 80% (and the sound cpu at 160%) fixes both the hangs and the missing sounds... Maybe I should start to consider the usage of cpu_eat_cycles when a ROM is read?
(forgot to say: Super Castlevania IV level 2 scrolling quirk and Lethal Weapon color bug are also caused by CPU timing stuff)
Last edited by Kale; 08/10/09 03:55 PM.
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Joined: Mar 2001
Posts: 17,215 Likes: 234
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The correct fix is to have a separate S-CPU core that's clocked at SNES master (21.whatever) and have everything take the right amount of cycles from there. Anything else will just cause trouble later.
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Joined: Dec 2005
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Seiken Densetsu 3 is the poster child for partially-512, partially-256 screens. It's not immediately obvious in the English translated version because of the font used, but any region of the screen that has text on it is in hires, while the rest of the screen is, obviously, Mode 1.
I think Tokimeki Memorial might mix hires and "normal" resolution on the same screen too.
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