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Originally Posted by judge
I wonder if regular CDDA playback still works in the PCE music player then.

I think 'basic' cases are fine, it just seems to be cases where it wants to do something else as well.

I was looking over the video timing in the driver, and it seems a bit strange.

The LCD seems to be taken into account for the video timing, however, if it's not an actual feature of the video chip, as posts here seem to suggest, that doesn't make much sense to me.

Of course you can just hide the first 22 lines, as you did before, but if it's another device controlling the LCD then the processing that happens on scanline 22 in mcd212_perform_scan should really be happening in scanline 0, at the same time as the LCD output, but with the LCD output writing to a different screen bitmap.

However, moving the code around just breaks it completely, as the processing done at line 0 right now can't happen at the same time as the processing done at line 22, even if line 22 seems to just be some arbitrary line based on the LCD height.

There might be a logical reason for all this (ie the same video chip really draws the LCD), I'm just not really understanding it.

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I saw the recent improvements in CDTV system. But in the game "Turrican" i have the output:
"CPU maincpu: PULSE_LINE can only be used for NMI and RESET lines"

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that's an unrelated problem, but thanks for pointing out.

I don't see exactly why that error occurs, but I will see if I can find it...

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Originally Posted by etabeta78
that's an unrelated problem, but thanks for pointing out.

I don't see exactly why that error occurs, but I will see if I can find it...

You will get a PM in the next minutes. smile

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Originally Posted by Haze
Originally Posted by judge
I wonder if regular CDDA playback still works in the PCE music player then.

I think 'basic' cases are fine, it just seems to be cases where it wants to do something else as well.

I was looking over the video timing in the driver, and it seems a bit strange.

The LCD seems to be taken into account for the video timing, however, if it's not an actual feature of the video chip, as posts here seem to suggest, that doesn't make much sense to me.

Of course you can just hide the first 22 lines, as you did before, but if it's another device controlling the LCD then the processing that happens on scanline 22 in mcd212_perform_scan should really be happening in scanline 0, at the same time as the LCD output, but with the LCD output writing to a different screen bitmap.

However, moving the code around just breaks it completely, as the processing done at line 0 right now can't happen at the same time as the processing done at line 22, even if line 22 seems to just be some arbitrary line based on the LCD height.

There might be a logical reason for all this (ie the same video chip really draws the LCD), I'm just not really understanding it.


It also strikes me that the current timer system could quite easily cancel out previous timers if commands are sent quickly, which may or may not be desired... Does MAME/MESS provide a way of seeing if a timer has cancelled one which was already running? I guess some commands could quite easily be being lost that way...

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Originally Posted by Haze
It also strikes me that the current timer system could quite easily cancel out previous timers if commands are sent quickly, which may or may not be desired... Does MAME/MESS provide a way of seeing if a timer has cancelled one which was already running? I guess some commands could quite easily be being lost that way...

It isn't either of the things you've proposed. I would suggest looking at an error log before theorizing further - the CD-i can't perform any other disc access commands while CDDA is playing, so that's a non issue. Also, the LCD handling is fine, there are 22 lines of blanking at the start of each frame. I'm just choosing to shove LCD drawing into those 22 lines and to set the visible area to show it rather than just handling ICA at line 0 and setting the visible area down further.

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The Konami PSX games are broken because of a specific problem with the emulation of the 53cf96 status bits, it's not a general issue with CDDA.

Also, it's physically impossible for any drive to load data while CDDA is playing. MK3 on the PSX had CDDA music and famously stopped it to load every time you did a character morph special move.

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Originally Posted by R. Belmont
The Konami PSX games are broken because of a specific problem with the emulation of the 53cf96 status bits, it's not a general issue with CDDA.

Also, it's physically impossible for any drive to load data while CDDA is playing. MK3 on the PSX had CDDA music and famously stopped it to load every time you did a character morph special move.

right, I was thinking more along the lines of it leaving the drive in a bad state, rather than just stopping the audio when something else was requested.

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Originally Posted by Just Desserts
Originally Posted by Haze
It also strikes me that the current timer system could quite easily cancel out previous timers if commands are sent quickly, which may or may not be desired... Does MAME/MESS provide a way of seeing if a timer has cancelled one which was already running? I guess some commands could quite easily be being lost that way...

It isn't either of the things you've proposed. I would suggest looking at an error log before theorizing further - the CD-i can't perform any other disc access commands while CDDA is playing, so that's a non issue. Also, the LCD handling is fine, there are 22 lines of blanking at the start of each frame. I'm just choosing to shove LCD drawing into those 22 lines and to set the visible area to show it rather than just handling ICA at line 0 and setting the visible area down further.

Ok, that wasn't really obvious from the code.

As for the error logging, nothing stands out, the second theory was actually more related to the crashes that happen when you're repeating actions, or doing things quickly. Othello is a good one to crash if you try quickly flipping between the screens, if you take your time it's fine.

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Originally Posted by Haze
As for the error logging, nothing stands out, the second theory was actually more related to the crashes that happen when you're repeating actions, or doing things quickly. Othello is a good one to crash if you try quickly flipping between the screens, if you take your time it's fine.

When you say "crash", you mean it locks up in MESS, but doesn't otherwise cause MESS to die, correct? Just so I know what to look for.

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