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Joined: Jul 2004
Posts: 517
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Senior Member
Joined: Jul 2004
Posts: 517 |
@Arbee: there's already a system like that in MAME, it's the Neo-Geo -bios 9 (aka the "Custom Japanese Hotel"). In my humble opinion that's eligible like the Playchoice-10 or the MegaTech. FWIW, that's what I was thinking. Is the Super Famicom Box doing anything yet? @Kale: Guru dumped a Waialae No Kiseki (Waialae Golf) & Super Mahjong 2 (PSS-62) cart for the Super Famicom Box, which I don't think is in the driver yet. If you don't have it, send me a message.
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Joined: Jul 2009
Posts: 30
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Joined: Jul 2009
Posts: 30 |
Could you improve the sound during battles in Chrono Trigger? In the rest of the game the sound is nice, however in battles it keeps "freezing" all the time.
Thanks in advance!
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Joined: Mar 2006
Posts: 1,079 Likes: 6
Very Senior Member
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Very Senior Member
Joined: Mar 2006
Posts: 1,079 Likes: 6 |
does the chrono trigger sounds issue happen during the intro as well?
LN
"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"
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Joined: Jul 2009
Posts: 30
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Joined: Jul 2009
Posts: 30 |
does the chrono trigger sounds issue happen during the intro as well?
LN No. Only during battles. Edit - To make it clear: Is the BGM that keeps stopping and then restarting (sorry i can't find better words to describe it).
Last edited by guigongas; 08/24/09 01:30 AM.
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Joined: Mar 2008
Posts: 1,049
Very Senior Member
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Very Senior Member
Joined: Mar 2008
Posts: 1,049 |
Using 5496: In Timon and pumba's jungle games. In the minigame "Burper", the background is wrong. Other problem is if you use a burp (which one) you will bugs the burp display, then you dont will be allowed to do a burp anymore...
"A user interface is like a joke. If you have to explain it, it's not that good."
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Joined: May 2009
Posts: 2,214 Likes: 382
Very Senior Member
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Very Senior Member
Joined: May 2009
Posts: 2,214 Likes: 382 |
byuu, can you think of anything off the top of your head that would allow SuperFX 1 games to boot and work well (Stunt Race FX, Starfox, and Vortex in particular), but completely fail to display any polygons? It's not even trying to draw them.
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Joined: Jun 2008
Posts: 205
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 205 |
Yes, I ran into the same bug. Thank _Demo_ for the solution. <__Demo__> it turns out the superfx was accessing data in lower part of banks <__Demo__> so it needs to simply contain the same data as the upper part from the superfx side In case it's not clear, he's saying $00-3f:0000-7fff should be identical to $00-3f:8000-ffff. A15 is ignored. Though there are some slight differences between each PCB revision, this memory map will work for all SuperFX games. sfxbus.map(MapLinear, 0x00, 0x3f, 0x0000, 0x7fff, memory::gsurom);
sfxbus.map(MapLinear, 0x00, 0x3f, 0x8000, 0xffff, memory::gsurom);
sfxbus.map(MapLinear, 0x40, 0x5f, 0x0000, 0xffff, memory::gsurom);
sfxbus.map(MapLinear, 0x60, 0x7f, 0x0000, 0xffff, memory::gsuram);
cpubus.map(MapLinear, 0x00, 0x3f, 0x6000, 0x7fff, memory::gsuram, 0x0000, 0x2000);
cpubus.map(MapLinear, 0x00, 0x3f, 0x8000, 0xffff, memory::gsurom);
cpubus.map(MapLinear, 0x40, 0x5f, 0x0000, 0xffff, memory::gsurom);
cpubus.map(MapLinear, 0x60, 0x7d, 0x0000, 0xffff, memory::gsuram);
cpubus.map(MapLinear, 0x80, 0xbf, 0x6000, 0x7fff, memory::gsuram, 0x0000, 0x2000);
cpubus.map(MapLinear, 0x80, 0xbf, 0x8000, 0xffff, memory::gsurom);
cpubus.map(MapLinear, 0xc0, 0xdf, 0x0000, 0xffff, memory::gsurom);
cpubus.map(MapLinear, 0xe0, 0xff, 0x0000, 0xffff, memory::gsuram); The RAM ones with "0x0000, 0x2000" at the end are simply saying "keep mirroring the first 8k", the same way SNES WRAM does to $00-3f|80-bf:0000-1fff. By the way, how are you emulating these chips so fast? Are you reusing eg Snes9x's core, or is someone extremely talented working on it?
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Joined: Jul 2007
Posts: 4,625
Very Senior Member
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Very Senior Member
Joined: Jul 2007
Posts: 4,625 |
byuu, can you think of anything off the top of your head that would allow SuperFX 1 games to boot and work well (Stunt Race FX, Starfox, and Vortex in particular), but completely fail to display any polygons? It's not even trying to draw them. SuperFX 1 support will be great.
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Joined: Dec 2005
Posts: 443
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 443 |
IIRC, the SuperFX core comes from MAME somehow?
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Joined: May 2009
Posts: 2,214 Likes: 382
Very Senior Member
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Very Senior Member
Joined: May 2009
Posts: 2,214 Likes: 382 |
By the way, how are you emulating these chips so fast? Are you reusing eg Snes9x's core, or is someone extremely talented working on it? A little of column A - bsnes, by the way - and a little of column B. Currently, all of the RAM and ROM buffering / timing is disabled because it was more important (IMHO) to just get things booting to start with. I have your S-DD1 and S-RTC implementations ported over, but neither of them currently work, and I'm kind of confused as to how the S-RTC is supposed to work. Does it keep track of how much time has occurred since the last delta, or does it behave like a normal RTC chip? I'd be surprised if the cart didn't just use a stock RTC from some third-party manufacturer, for which datasheets exist.
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