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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 |
I haven't got a response yet (and hence haven't sent the package due to waiting for address confirmation), Its possible he changed his email address from the last time I contacted him. I'll ask around for more info.
LN
"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"
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Joined: Feb 2008
Posts: 172 Likes: 11
Senior Member
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Senior Member
Joined: Feb 2008
Posts: 172 Likes: 11 |
the paypal address on the decap.mameworld.info site is correct. that goes directly to the Dr. I have no knowledge of if or when he receives it. He usually let's me know when someone sends money so we can keep track of who wants which chips done, or if it's just a general donation for decapping. But he's been very quiet for the last 2 months. If you're sending stuff directly, I guess send it to LN and he can send it all in one package. I don't need to be involved. I really only care about the chips that I've already sent and other arcade related chips that I'm planning to send, and/or stuff that's already here waiting. There's far too much to do to get it all done in one year. It's going to take many years to get through it all. And many donations.
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
fyi, current svn has Super Mario Kart fixed. Other DSP1 games should work as well.
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Joined: Aug 2002
Posts: 225
Senior Member
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Senior Member
Joined: Aug 2002
Posts: 225 |
fyi, current svn has Super Mario Kart fixed. Other DSP1 games should work as well. Great!!!
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Joined: Jun 2008
Posts: 205
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 205 |
This may interest you all, assuming you're using the updated DSP-1 core from Andreas Naive. dsp1emu.cpp Code: #if DSP1_VERSION < 0x0102 if (Pos & 1) Distance -= (Node2 - Node1); #endif Pretty sure this code if enabled will fix problems with Pilotwings [DSP1] and maybe Suzuka 8 hours [DSP1A]
dsp1emu.hpp Code: #define DSP1_VERSION 0x0102 DSP1 = 0x0100, DSP1A = 0x0101, DSP1B = 0x0102 Of course, that may cause issues in DSP-1B only games. Probably not, but you never know.
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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 |
Cross-posting from the SVN thread, with latest in MESS: As it turns out, using Cx4::sin and Cx4::cos for the wireframe calculations rather than std::sin and std::cos causes very bad things to happen.
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Joined: Jun 2008
Posts: 205
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 205 |
Yeah, have to be very careful with the :: stuff in my code. I should've left the tables as sinTable and cosTable, sorry.
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
after some cart loading jugglery, S-DD1 starts showing something SFA2 (but crashes after a short while) Star Ocean (but is gets stuck at a black screen immediately after those logos) I guess in the weekend we might iron out some of the remaining problems, now that data is fed to the S-DD1 side of the code. however, after this changes are in svn, I'd like you all to test your favorite games to be sure cart loading still works as before (it would be enough to check if the games you like starts properly)
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
ok. since the modified cart loading routine is now in svn, please report any game that was working yesterday and broken now.
I spent the day mainly testing if carts were still loading correctly and trying to compile a debug build with symbols of win32 SDLMESS. this left very short time to debug S-DD1.
However, gdb revealed that, for some reason, Street Fighter Alpha 2 feeds the wrong values to SDD1_OL_launch and the function blows up. I hope to find time in the weekend to study our SDD-1 implementation in search of the problem...
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