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Originally Posted by Justin
Note that the MESS video code for SNES is shared with MAME for NSS so we can't go adding TV-specific blending effects willy-nilly without also handling the arcade monitor case.

Yeah, in the context of MAME/MESS filters like byuu's really don't belong in the driver layer.

AWJ #52832 08/17/09 11:34 PM
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Sure, but since none of the (dumped) NSS games use 512 mode does it matter? smile

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Originally Posted by R. Belmont
Sure, but since none of the (dumped) NSS games use 512 mode does it matter? smile

It does matter if you decide to render at 512 width all the time (and, hence, apply the filter all the time)

And the idea of applying a lossy filter to the video at the driver level (which is what gets output to screenshots) should give Aaron fits.

AWJ #52835 08/17/09 11:52 PM
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Well, you'll need to think of something, unless you want Jurassic Park to look like that bottom picture smirk

Also, I believe Kirby's Dreamland 3 also uses it for a water effect. You'll probably want to worry about the SA-1 more before that, though.

byuu #52837 08/18/09 01:12 AM
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jp looking like the bottom picture then being squashed to 256x244 using bilinear filtering should look surprisingly like the actual screen i think.
It would look even better if nintendo had made the screen output alternate field1/field 2 by line, so it would be each layer displayed in a checkerboard.

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Last edited by Lord Nightmare; 08/18/09 01:18 AM.

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Great work with Full Throttle Racing, Kale!

Of course, I only found out if it booted because I was trying to check on HDMA bugs anomie solved in SNES9X. MESS exhibits the same bug (it screws up the colors), and something or other is also glitching the mode 7 area (again, it looks like old Snes9x versions (up through the early 1.4x series), except worse because it looks half-height). These bugs occur in jetski races.

Not exactly sure what changed (not that knowing helps, but it was fixed in 1.40), but it's definitely listed as HDMA.

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Cacoma Knight started to work too...

[Linked Image from mamedev.emulab.it]

Now I'm really wondering: are we running with the correct pixel clock now or two faults DO make one reason? shocked

Kale #52852 08/18/09 03:11 PM
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r5458 /src/mame/machine/snes.c: [SNES]: improved joypad read/write handling and fixed a serial port quirk.


Fixed various input bugs to make at least version 1.0 of Bishoujo Janshi Suchie Pai to work. iirc there should be a bunch of games that was reporting wrong continous pressure before (Super Tetris 2 & Bombliss comes to mind)
I've also noticed that Libble Rabble, The Skins Game and the aforementioned Super Tetris 2 & Bombliss inputs are buggy (aren't consistant), originally I've thought that was the same bug but in reality they suffer of (guess what) maincpu timing issue...

Kale #52853 08/18/09 03:33 PM
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Super Street Fighter 2 is a good input test - previously in MESS (and in older zsnes/snes9x) it wouldn't recognize any buttons once it reached the title screen.

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They works, but they were working on MESS 0.132 too...something of note is that tilemap scrollings (including "floor effects") were broken before and now are fixed, and the Ryu intro uses OPT effects (I presume for the lightning bolts)

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