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byuu #53997 09/16/09 05:21 AM
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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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I certainly hope he didn't change his e-mail because I just sent the last payment :P

http://img11.imageshack.us/img11/6217/picture1vzx.png

byuu #54040 09/17/09 12:46 PM
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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.

Guru #54066 09/17/09 11:15 PM
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fyi, current svn has Super Mario Kart fixed. Other DSP1 games should work as well.

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Originally Posted by etabeta78
fyi, current svn has Super Mario Kart fixed. Other DSP1 games should work as well.

[Linked Image from i27.tinypic.com]

Great!!!

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This may interest you all, assuming you're using the updated DSP-1 core from Andreas Naive.

Originally Posted by Overload
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.

byuu #54071 09/18/09 12:18 AM
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Cross-posting from the SVN thread, with latest in MESS:

[Linked Image from img246.imageshack.us]

[Linked Image from img30.imageshack.us]

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. smile

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Yeah, have to be very careful with the :: stuff in my code. I should've left the tables as sinTable and cosTable, sorry.

byuu #54085 09/18/09 09:30 AM
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after some cart loading jugglery, S-DD1 starts showing something

SFA2
[Linked Image from mamedev.emulab.it]
(but crashes after a short while)

Star Ocean
[Linked Image from mamedev.emulab.it] [Linked Image from mamedev.emulab.it]

(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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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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