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Originally Posted by R. Belmont
The layer enables or something seem to be glitchy on stage 2 of Super Castlevania 4 - levels 1 and 3 are fine.

It's again the master clock timings (happens in Lethal Weapon and J.League Excite Stage '94 too), downclocking the maincpu fixes it...I do wonder if level 4 gfxs are fine actually...

Top Gear 2 has regressed somehow, appears to be the same issue as Shaq Fu (i.e. NOT the clock timings)

Last edited by Kale; 08/11/09 07:44 PM.
Kale #52538 08/11/09 10:35 PM
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Dunno what fixed this...

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

Kale #52539 08/11/09 10:54 PM
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something between svn 5380 (broken) and 5388 (fixed)... my bet is between 5387 and 5388...

but the important thing is that it finally works smile

some glitches are still present in-game, I think (too tired to compare with BSNES wink )

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They are mixed mode 1/7 screens, so you fixed those. smile

Kale #52542 08/12/09 01:02 AM
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Ok, at this point let's do a recap:

*Bishoujo Janshi SuchiePai: Girls presentation made with mode 5 + interlace have still a graphic artifact. Then there's a blending bug with the VCR screen and the "dice sprite screen" just after the girl presentation has garbage on bg1, ALL the other emus have issues with this specific game, why?
*Bishoujo Wrestler Retsuden[/]: Halved back screen on the character selection screen, interlace issue;
*[i]Clay Fighter
: sound part is bugged;
*Daffy Duck: The Marvin Missions: scroll flicker that isn't caused by timings, heretical_one says hirq?
*Doukyusei 2 / Tokimeki Memorial / Donkey Kong Country: swaps between mode 1 and 5 during gameplay / Nintendo logo, needs doubled x-size pixels
*Energy Breaker: heavy broken blending effects, also world map is entirely missing (untested);
*F-1 Grand Prix Part 3 / Desert Fighter (J): heavy flicker during (ironically) the briefing for both games, probably abuses the gfx mode changes and the window / blending capabilities (at least mode 7 + something else)
*F1 Roc 2 - Race of Champions / Hayazashi Nidan: Morita Shougi: missing MCU emulation, the racing game uses a Seta ST-010, the shogi one ST-018 chip, according to dox pinout is V810/V850 compatible, needs to be bought and decapped.
*Final Fantasy - Mystic Quest: priority bug when the player is damaged;
*Moryo Senki Madara 2: gap in the text? vshift bug maybe?
*Puzzle Bobble / Bust-A-Move: Sprites goes offset after some time in challenge mode.
*Seiken Densetsu 3: Text boxes needs to be halved, switches between gfx modes 5/1, also there are corrupted gfxs on the text boxes
*Super Battleship: horizontal stripes all over the screen, vshift issue maybe?
*Super Chase HQ: Menu background is all red, should be blue (fixed?).
*Super Ghouls and Ghosts: Erratic HDMA enable / disable causes heavy gfx corruption, PLUS status bar got deleted if the HDMA is enabled thru kludges, likely to be a renderer bug. Also level 2 has submerged sprites for whatever reason -> http://mamedev.emulab.it/kale/fast/files/0095_1356982083.png
Super Moero Pro Yakyu: a bug with windows causes corrupted tiles during gameplay.
*Strike Gunner / Power Athlete (J): missing mode 2 offset-per-tile
*Strike Gunner there's a "bug when the first boss flies past you" (untested)
*Super Mario All-Stars: (fixed with latest svn commit r5405)
*Super Kick Boxing (J): (fixed)
*The Flintstones - The Treasure of Sierra Madrock (U): Sprite priority bug during attract mode? (Can't reproduce the fast forward bug...)
*Tokimeki Memorial: Missing text during gameplay?
*Umihara Kawase: cutted "hi" word tile, it was ok before without the y+1 fix;

Last but not least, the following games hangs or have issues here and there due of the clock timing issues:
Act Raiser (U)
Go Go Ackman 2
J-League Excite Stage '94
Lethal Weapon (colors during gameplay)
Mortal Kombat II
Power Athlete (J) (offset-per-tile PLUS scrolling flicker)
Rushing Beat (J)
Ring ni Kakero
Secret of Mana
Syvalion
Super Castlevania IV (level 2)
Super Valis IV


These instead doesn't start/locks up and apparently NOT related to the clock timing issues:

Captain Commando (J) (wrong cart mode selected)
Full Throttle Racing (POST)
Live-A-Live (wrong cart mode selected)
Shaq Fu (character screen)
Super Bases Loaded 2 (POST)
Super Bomberman Panic Bomber World (POST, doesn't load a proper sound cpu program)
Super Robot Taisen EX (combat screens, TIMEUP reg issue?)
Top Gear 2 (after choosing to start a new play)

Last edited by Kale; 08/12/09 01:50 AM.
Kale #52543 08/12/09 01:09 AM
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Excellent fixes...very exciting...

Super Mario Kart improved (yipee!!) not sure which fix did it, but the ground is now visible in game but has 2 behaviors that are not right...

4 pics

1. Driving works but there is some weird "walls" in the levels, even the computer controlled players bunch up. See picture.

2. If you quite while in game play and start again, the intro screen is shifted by a full screen to the left. If you exit any other (like while in select) time the intro is fine. see lower right screen shot, you can just see the edge of the background on left. something is bad from session to session.

Also since I was taking some snapshot I threw in there Super Offroad - The Baja. The gameplay roadway flashes, but the interesting bug is the panel flashes back and forth from being 1/4 screen off horizontally. took a screen shot of it in both positions, live it looks much crazier.

Last edited by ht1848; 08/12/09 01:10 AM. Reason: forgot picture
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Kale Online Sleepy OP
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DSP is more or less broken (more than less actually), Pilotwings for example is completely unplayable right now. frown
Super Offroad Baja instead switches between gfx modes 1 and 7.

Kale #52545 08/12/09 01:49 AM
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Gaah, DSP hookup used to be perfect back before the graphics worked smile

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Originally Posted by R. Belmont
Gaah, DSP hookup used to be perfect back before the graphics worked smile
yeah I see that now. I went back a few versions...and between release versions 122 and 123 something broke with the driving gameplay (DSP?). Something between Dec 30, '07 and Feb 9, '08.

.122 and before has fine gameplay but bad graphics..It is quite entertaining to use the rear view mirror (which has always shown the ground graphics) to get around the track.

There was what appears a significant re-write in SVN1479 but I didn't get a chance tonight to go figure out if it was that specific change (MAME122u3 I think) that caused the break. I didn't see anything else significant in the mess tree. I can do that tomorrow night if someone doesn't figure it out or speak up. Cheers!

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Wow, I thought it was correct more recently than that. LMK if it is 1479 that did it.

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