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byuu #52754 08/15/09 07:46 PM
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Kale Offline OP
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Thanks for the info wink

On an unrelated note: Do you know the exact reason about why Puzzle Bobble / Bust-A-Move sprites gets gradually offsetted in vertical?

Kale #52760 08/16/09 12:55 AM
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No, I'll guess that it's related to offset-per-tile mode. Seems silly to use it in puzzle games, but I know there's a version of Tetris that does just that.

byuu #52761 08/16/09 01:47 AM
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Super Tetris 3 I believe - I fixed a lot of problems that prevented it from starting when I last did major work on the driver, but I wanted no part of offset-per-tile smile

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compared to Mode 5/6, offset per tile is rather straight forward, IMO.

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It's confirmed, Puzzle Bobble uses MIXED gfx modes 1/4, Lines 33-166 is gfx mode 4, gfx mode 1 otherwise. Needless to say, the mode 4 is used on the playfield...
I wonder how to handle all of this mode mixing...post processing with a VIDEO_EOF?

Kale #52766 08/16/09 08:50 AM
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I'm confused.

Aside from Mode 5/6, where does mode-mixing matter?
Nothing else changes the resolution. The output's all 256 pixels wide for 0-4 and 7, and it's all 15-bit BGR color. How does the mode mixing require a post-process (again, aside from using 5 or 6)?

Now, if it's "when mode 5 is mixed in, we have issues", I can understand that. But Mode 1 and 4 seems like the standard scanline updates should handle this well enough? (ie, as well as you'll get without a dot-based PPU)

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I was talking in general, obviously modes 1/4 doesn't need post processing ;P

Kale #52768 08/16/09 09:12 AM
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Ok. So it's the standard "uh-oh, h resolution doubled" issue every SNES emulator has to deal with.

Most wind up doubling everything up to that point, and from then on as well. No idea what byuu does, so he might have a better way than what the old emulators did.

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Don't know what byuu does, but generally resolution changes are processed at the start of a v-blank, so if we delay the snes_htmult variable to be changed only on these occasions then...

EDIT: still doesn't work, needs post-processing with VIDEO_EOF...

EDIT again: actually my first thought was right but forgot to do a video modification, will finish it soonish...

Last edited by Kale; 08/16/09 01:22 PM.
Kale #52770 08/16/09 01:53 PM
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r5445 /src/mame/video/snes.c: [SNES]: Made dynamic H resolutions to be called only at vblank start and and fixed gfx mode switching 1/5 and 5/1


Tokimeki Memorial
[Linked Image from mamedev.emulab.it]

Seiken Densetsu 3
[Linked Image from mamedev.emulab.it]

Donkey Kong Country
[Linked Image from mamedev.emulab.it]

Doukyusei 2

[Linked Image from mamedev.emulab.it]

The Firemen
[Linked Image from mamedev.emulab.it]

New bug: Tokimeki Memorial hangs when you do a choice, maybe it senses that a DMA goes wrong? EDIT: it seems another timing bug...

Last edited by Kale; 08/16/09 02:06 PM.
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