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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 |
I guess around the same time Super Tennis got broken as well. This is fairly annoying since I really like this game.
Once I'm done with the current cleanups, I'll try to track down both breakages (Chrono Trigger and Super Tennis)...
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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 |
it turned out that both games had been broken by rev.6829. by analyzing the changes, there were a couple of small bugs (it was safer to write ram before starting the timers and division should take 16 cycles, according to Anomie docs) but even fixing these details the games had problems. therefore, the timers remain commented out until the other timing issues affecting the driver have been better understood @Judge: were there games in need of these timers? some additional test case could be very handy
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Joined: Apr 2004
Posts: 1,563 Likes: 12
Very Senior Member
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Very Senior Member
Joined: Apr 2004
Posts: 1,563 Likes: 12 |
Yes, there was at least one game that depended on the timers
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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 |
if you can remember which one, I'll try to see if I can fix it without breaking the rest of the games of course, if you have any idea of an alternative fix, I'm open to any help/suggestion
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Joined: Apr 2004
Posts: 1,563 Likes: 12
Very Senior Member
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Very Senior Member
Joined: Apr 2004
Posts: 1,563 Likes: 12 |
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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 |
More weirdness: requiring 16 cycles for division (as per Anomie's docs) breaks several things, e.g. triforce pieces geometry in Zelda 3 intro...
This confirms once more that the timing in the driver is pretty sloppy (as if the many games requiring CPU overclock to start would not suffice to prove it)
I might come back to this later, but I'm more focused on understanding why better tile wraparound (needed to improve Tokimeki Memorial ingame graphics) breaks shadows in Zelda 3 intro, and why my tentative implementation of OPT breaks more games than it fixes.
For the time being, I will add a comment about Bof2 in the source.
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Joined: Apr 2004
Posts: 1,563 Likes: 12
Very Senior Member
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Very Senior Member
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Posts: 1,563 Likes: 12 |
The timing is most likely depended on the actual steps made by the hardware.
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Joined: Jun 2008
Posts: 205
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 205 |
I tried to warn you guys when Cowering was boasting about this in MESS and for me to fix my emulator :P I said you'd break a ton of games, just to display d4s' "not for sale" screen on his unofficial translation. You either do this one right, and spend the several months running real hardware tests to reverse the underlying math algorithm, or you leave those delays out. Otherwise you are asking for trouble. Reference with all the technical background on just how complex the mul / div delays really are: http://www.allgoodthings.us/mambo/i...42&func=view&catid=2&id=3791
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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 |
I missed that topic. thanks for the link!
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Joined: Apr 2004
Posts: 1,563 Likes: 12
Very Senior Member
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Very Senior Member
Joined: Apr 2004
Posts: 1,563 Likes: 12 |
At least there are some more known test cases now
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