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byuu #53314 09/04/09 02:08 AM
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Originally Posted by byuu
Wow. I can't believe you ported Andreas' C++ S-DD1 classes to C. I didn't want to mess with that at all. Disappointed about using the system time for the S-RTC, but oh well. It's more of a preference than anything else. You will need to add a hack to pass the SPC7110 test like ZSNES in that case. It sets the time and then checks it a second later to make sure it's incrementing properly.

Ahh, I probably should have put a comment at the top of both the S-RTC and S-DD1 files containing a massive disclaimer that none of the code contained within actually works. Now that you explained how S-RTC works, I'll be redoing it to be more like your code, and currently neither SFA2 nor Star Ocean boot. frown

I'm trying to debug S-DD1 right now, actually. I'll have a trace of what it's doing posted up here shortly.

Originally Posted by byuu
SuperFX, wow. You had to rewrite almost all of it. Sucks not having references and overloaded operators in C, but I don't want to start a language war so I'll shut up. Very impressive how fast you put that together. And I see you dodged all the common mistakes I made impeccably.

My biggest mistakes were not realizing that SREG and DREG are sometimes the same, and clobbering them before getting flag states and such; and screwing up the pipeline fetching, but those look pretty good with your code.

Glad you were able to avoid the messiness of the Snes9X core's faux-pipeline trickery in every single opcode and automate it as I have.

Ah, I only dodged the mistakes because you made them first, and I thank you for that. I couldn't have done it anywhere near as cleanly or as quickly without being able to use your code, so hats off to you for writing such a great emulator to begin with!

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Originally Posted by Stiletto
Originally Posted by Stiletto
I'd be willing to look, if I can get a decent PCB scan for SHVC-AE6J-JPN.

What, no love?

http://snesemu.black-ship.net/misc/hardware/RTC.png

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I helped debug some SuperFX issues, and we're doing better now...

[Linked Image from rbelmont.mameworld.info]
[Linked Image from rbelmont.mameworld.info]
[Linked Image from rbelmont.mameworld.info]
[Linked Image from rbelmont.mameworld.info]
[Linked Image from rbelmont.mameworld.info]
[Linked Image from rbelmont.mameworld.info]
[Linked Image from rbelmont.mameworld.info]

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And another fix (clearing the high bit of PBR and ROMBR on set) gets the Voxel demo showing things, though very obviously wrong things:

[Linked Image from moogle-tech.com]
[Linked Image from moogle-tech.com]
[Linked Image from moogle-tech.com]
[Linked Image from moogle-tech.com]
[Linked Image from moogle-tech.com]
[Linked Image from moogle-tech.com]

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I love waiting for cool things to happen laugh

Kale #53321 09/04/09 05:33 AM
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I am impressed. blush

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I don't know about everyone else but I enjoy these WIP posts more than I like playing the games. Big thanks to everyone involved (for work done on all the drivers, not just this one). Sorry to intrude! [/lurk]

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A new regression in SMW, in the first boss, the background corrupts:

[Linked Image from i701.photobucket.com]


"A user interface is like a joke. If you have to explain it, it's not that good."
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Quote
And another fix (clearing the high bit of PBR and ROMBR on set) gets the Voxel demo showing things, though very obviously wrong things:

Oh hey, thanks! That one never worked in bsnes, but I tend not to debug PD ROMs for sanity reasons. 19 times out of 20, they tend to have the same problem on hardware.

But yeah, masking PBR and ROMBR to 7-bits fixed it.

The last visible bug I'm aware of is this:

[Linked Image from img142.imageshack.us]

If you start Super Mario World 2 V1.1 (U), and hold down the start button immediately and keep it down, it skips the island rotation (normal), but it also seems to "interlace" the logo (obviously not normal.)

Seems to be timing related, disabling my pixel cache delays fixes it but throws off Winter Gold. I really don't understand how the pixel cache works. Does a single SFX RAM access while its emptying stall until the entire cache is empty, do they interleave accesses, or does it just stall the pixel cache for one GSU write cycle? Meh.

Even with ROM buffer + RAM buffer + instruction cache + primary and secondary pixel cache + multiplier speed select support, timing in bsnes is still off from the real thing by about ~10% or so. Noticeable by music in certain scenes ending too early.

Quote
I helped debug some SuperFX issues, and we're doing better now...

I almost want to say the Yoshi's Island scrambledness looks familiar ... but I can't think of anything at the moment.

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Originally Posted by Shideravan
A new regression in SMW, in the first boss, the background corrupts:

[Linked Image from i701.photobucket.com]

Was this regression introduced specifically with the changes that I checked in? A specific revision number would rock.

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