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Rushing Beat goes in the growing list of games that require a better master cycle emulation of the main/sound cpus, if you want to run it on MESS right now pause the emu just after the disclaimer, change the clocks to maincpu = 80% and soundcpu = 160% and unpause the emu...

Last edited by Kale; 08/11/09 02:59 PM.
Kale #52519 08/11/09 04:08 PM
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Waw!
The progress are being very fast!
Thank you guys!


"A user interface is like a joke. If you have to explain it, it's not that good."
Kale #52525 08/11/09 04:35 PM
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Originally Posted by Kale
Rushing Beat goes in the growing list of games that require a better master cycle emulation of the main/sound cpus, if you want to run it on MESS right now pause the emu just after the disclaimer, change the clocks to maincpu = 80% and soundcpu = 160% and unpause the emu...

It looks like black magic, but it WORKS!!! crazy

Thanks a lot Kale!

P.S. - sorry about the double post

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Kale Online Sleepy OP
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r5404 /src/mame/video/snes.c: [SNES]: Fixed the x scrolling wrap around bug when hscroll == 0


Symbolic snapshot (before it was corrupted on the right edge of the screen by just doing a couple of steps forward):
[Linked Image from mamedev.emulab.it]

Actually anything that scrolls in horizontal benefits from this one, I've honestly got an headache from this one (tried to fix it since day one).

Kale #52529 08/11/09 05:22 PM
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@Kale: when you added interlace mode, svn 5389, you broke the SNES Test Cart (check end of Mode 0 demo, at the beginning: the stars should become smaller, while now it is the rest of the screen to be squeezed)

could you take a look? I don't know if interlace should only affect hires modes or all Modes 0 -> 7 but this way it is broken...

tia

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Kale Online Sleepy OP
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It's a new bug, not that's broken, need to understand the interlace mode better (maybe non-hires + interlace == halved y axis?)...

Last edited by Kale; 08/11/09 05:31 PM.
Kale #52531 08/11/09 05:36 PM
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Anomie says

Quote
Screen interlace. When set in BG mode 5 (and probably 6), the
effective screen height will be 448 (or 478) pixles, rather than
224 (or 239). When set in any other mode, the screen will just get
a bit jumpy. However, toggling the tilemap each field would
simulate the increased screen height (much like pseudo-hires
simulares hires).

I read that as: in mode != 5, 6 we should not double the y coordinates.

otoh, the problem of the non-squeezing stars is probably due to missing object interlace (SETINI & 0x02) emulation. hence, no breakage on that side.

EDIT: maybe snes_dynamic_res_change shall be moved to the rendering step rather than called as soon as the bit is set...

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Kale Online Sleepy OP
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Anything but the VIDEO_UPDATE, please.
The best idea is to call a timer at hpos & vpos = 0,0 if the resolution changes, just like the MAME st-v driver currently does.

Meanwhile...any idea about why a bunch of japanese games (for example Captain Commando (J)) doesn't set the correct cart mode?
The USA version of CC is correctly setted as HiROM and code wise is very similar to CC Japan that for whatever reason is setted as LoROM...unsurprisingly bsnes crashes too with CC Japan...

Last edited by Kale; 08/11/09 06:00 PM.
Kale #52533 08/11/09 06:30 PM
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The layer enables or something seem to be glitchy on stage 2 of Super Castlevania 4 - levels 1 and 3 are fine.

As far as false LoROMs the parameters in the header are never actually used by real hardware so they were sometimes deliberately set wrong to try and annoy copiers and stuff.

Last edited by R. Belmont; 08/11/09 06:31 PM.
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Top Gear 2 don't runs anymore?


"A user interface is like a joke. If you have to explain it, it's not that good."
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