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I forgot that Winter Gold existed. I added PAL + SuperFX capability and here's what it does (which is basically a cheesy 3d skiing game with a ripoff of the groundbreaking Amiga demo "State of the Art" wrapped around it).

[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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The racers flickering in Winter Gold is due to timing. It's extremely sensitive, and very tiny changes often break the graphics again on me.

EDIT: finished checking all of MESS' opcodes against mine, I don't see any errors. Ah well, either I'm overlooking them as well or they lie in the S-CPU core.

byuu #53342 09/04/09 07:00 PM
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Originally Posted by byuu
The racers flickering in Winter Gold is due to timing. It's extremely sensitive, and very tiny changes often break the graphics again on me.

EDIT: finished checking all of MESS' opcodes against mine, I don't see any errors. Ah well, either I'm overlooking them as well or they lie in the S-CPU core.

I dunno, I'd say both have similar likelihoods. I'd like to say it's the S-CPU core, but I know perfectly well that I visually scoured my SuperFX implementation 10+ times before I discovered my HIB typo. smile

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Originally Posted by Just Desserts
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.

It's an old regression, I've even posted an inp during this topic...

Kale #53344 09/05/09 12:04 AM
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Hello all,
Sorry but i need some help, i want to compil lastest svn snes driver, but i have some errors:

Compiling src/mess/drivers/snes.c...
src/mess/drivers/snes.c:56: error: 'superfx_r_bank1' undeclared here (not in a function)
src/mess/drivers/snes.c:56: error: 'superfx_w_bank1' undeclared here (not in a function)
src/mess/drivers/snes.c:57: error: 'superfx_r_bank2' undeclared here (not in a function)
src/mess/drivers/snes.c:57: error: 'superfx_w_bank2' undeclared here (not in a function)
src/mess/drivers/snes.c:58: error: 'superfx_r_bank3' undeclared here (not in a function)
src/mess/drivers/snes.c:58: error: 'superfx_w_bank3' undeclared here (not in a function)
src/mess/drivers/snes.c:239: error: 'snes_extern_irq_w' undeclared here (not in a function)
src/mess/drivers/snes.c:239: error: initializer element is not constant
src/mess/drivers/snes.c:239: error: (near initialization for 'snes_superfx_config.out_irq_func.writeline')
mingw32-make: *** [obj/windows/mamep/mess/drivers/snes.o] Error 1

Please, someone know how to make for the correct issue? More thanks

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Make sure you do a clean compile.

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Originally Posted by Just Desserts
I know perfectly well that I visually scoured my SuperFX implementation 10+ times before I discovered my HIB typo. smile

What'd I say? What did I say?

Turns out I was clearing CY when I was clearing OV, S and Z at the start of the handler for ADD/ADC/ADDI/ADCI and SUB/SBC/SUBI/SBCI. As a result, ADC/ADCI/SBC/SBCI were behaving the same as their carry-free equivalents. That's bad.

Images, part 1/2:

Star Fox, fixes planet coloration and late culling of mothership components as it flies on-screen in the intro:
[Linked Image from moogle-tech.com]

[Linked Image from moogle-tech.com]

Doom, fixes everything except the massive flickering:
[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]

[Linked Image from moogle-tech.com]

[Linked Image from moogle-tech.com]

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Part 2/2:

Dirt Trax FX, fixes the fact that it was only displaying half the polygons:
[Linked Image from moogle-tech.com]

[Linked Image from moogle-tech.com]

[Linked Image from moogle-tech.com]

[Linked Image from moogle-tech.com]

Voxel Demo, fixes rendering:
[Linked Image from moogle-tech.com]

[Linked Image from moogle-tech.com]

Vortex, fixes Z-buffering:
[Linked Image from moogle-tech.com]

[Linked Image from moogle-tech.com]

Edit: I'm going to go out on a limb here and say that the remaining issues in Yoshi's Island are NOT SuperFX-related. This is just based on the fact that things like the pause screen work perfectly, and the garbled graphics that are being displayed are being displayed in tiles, and using tile sets the SuperFX would not have available to it. In that case, over to you, Kale. smile

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Quote
What'd I say? What did I say?

Turns out I was clearing CY when I was clearing OV, S and Z at the start of the handler for ADD/ADC/ADDI/ADCI and SUB/SBC/SUBI/SBCI.

>_<
Man, I positively suck at bug hunting. I was even looking for exactly that kind of bug. I saw the r = sreg part and totally ignored the clear carry right below it. Glad you figured it out, at least!

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Originally Posted by Just Desserts
Edit: I'm going to go out on a limb here and say that the remaining issues in Yoshi's Island are NOT SuperFX-related. This is just based on the fact that things like the pause screen work perfectly, and the garbled graphics that are being displayed are being displayed in tiles, and using tile sets the SuperFX would not have available to it. In that case, over to you, Kale. smile

Try to use the usual -cheat trick by lowering the main CPU clock speed to 50% on the bootstrap routine (i.e. pause just after the MESS disclaimer and do the downclock) and see if things improves...if it's the case then it's yet another "timing that needs cycle accurate" issue

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