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Re: SNES sound emulation status #533 01/13/06 03:29 AM
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Heretical_One Offline
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I'll agree, it looks suspect. It parses sprites once backwards rather than checking twice.

anomie's doc indicates that sprite stuff occurs in two phases. First is a "left to right" scan starting at 0 or "First Sprite", depending on Priority Rotation. This makes the short-list of 32 sprites. This is done during the previous scanline's display period (scanline 0 is not rendered, but rather caches the OBJ data)

Then, during h-blanks, the 32 sprite array is cached backwards (31 ->0), and 34 tiles are grabbed, left-to-right within a sprite (after flipping).

Totally unlike what I see in MESS. Good call. MESS only does RTO calculation when sprites are enabled. Check the rendering state at the time of the RTO test. smile

Re: SNES sound emulation status #534 01/14/06 08:09 AM
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nash67 Offline
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First Samurai (U) CRC32:4F0A1E2A
screen flashes during gameplay

2020 Super Baseball (U) CRC32:0D77933E
after you pick your teams then spin down into the stadium the next screen (the VS screen )the graphics are all messed up

Fire Emblem - Seisen no Keifu (J) CRC32:DC0D8CF9
during battle scenes the graphics are all messed up

Fire Emblem - Thracia 776 (J) CRC32:FC519952
after title screen, screen goes black

Is it all right to post Snes bugs in this post or in bugzilla

Re: SNES sound emulation status #535 01/14/06 09:06 AM
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Heretical_One Offline
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Thracia is probably because MESS can't support 32k bank ROMs larger than 24 Mbits last time I looked. (of course, SNES ROM formats suck, so supporting this would break at least one game)

Re: SNES sound emulation status #536 01/14/06 09:56 AM
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nash67 Offline
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X-Kaliber 2097 (U) CRC32:E83ECEEA
BG1 layer keeps flashing

Yogi Bear (U) CRC32:7448D45C
title screen and next screen (map) graphics are messed up and during game background is a bit messed up aswell

Young Merlin (U) CRC32:7EA1AFE8
garbage on title screen and then the game freezes up

Zombies Ate My Neighbors (U) CRC32:7CFC0C7C
on the title screen the backgound is not correct

War 2410 (U) CRC32:AD2DC53A
black background during game

Warp Speed (U) CRC32:1E10A1D1
messed up graphics throughout the game

Re: SNES sound emulation status #537 01/14/06 10:10 AM
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Heretical_One Offline
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War 2410: needs proper emulation of stray reads in the 00:5xxx range.

Re: SNES sound emulation status #538 01/15/06 11:40 AM
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nash67 Offline
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Wheel of Fortune (U) CRC32:1C384B11
when you spin the wheel,you cannot see the wheel

Pinocchio (U) CRC32:00FAD8FD
thick line of missing graphics during gameplay

Pinball Fantasies (U) CRC32:822AD378
blank screen

Re: SNES sound emulation status #539 01/16/06 06:30 AM
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miklev Offline
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Hi, I'm interested in getting the spc700 debugger to work in mess. I know C, but I have no idea how the mame/mess debugger code works. It appears that a lot of the code may already be complete, so if it wouldn't require a ton of work to finish, could somebody give me a description of what still needs to be done and/or how the debugging code works?

Also, how are people debugging mess itself? I tried using gdb, but ran into problems. Perhaps it's just my inexperience.

Re: SNES sound emulation status #540 01/16/06 06:51 AM
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Heretical_One Offline
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Debugging MESS, eh?

I use gdb for backtracing crashes. Aside from that, I just insert printfs to tell me what is happening underneath to narrow down the search. As a last resort, I drop into the MESS debugger for an execution trace, and start subdividing that into chunks, which I then parse.

For brute-force opcode testing, I typically convert the code to work in a test framework I set up in VC 6. I typically use one good external core, two if there is any doubt about my first choice core.

Each person will have a different approach, because we've all got different histories of bugs we've fixed.

Anyway, if you have any SPC700-specific questions, there's at least two people who can field them, so that side of the equation should be easy enough for you. I know nothing of the debugger, though.

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