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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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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 smile

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Yes, there was at least one game that depended on the timers

judge #59560 03/01/10 09:37 PM
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if you can remember which one, I'll try to see if I can fix it without breaking the rest of the games smile

of course, if you have any idea of an alternative fix, I'm open to any help/suggestion

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Bof2 translation.

judge #59562 03/01/10 10:17 PM
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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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The timing is most likely depended on the actual steps made by the hardware.

judge #59571 03/02/10 07:07 AM
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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

byuu #59572 03/02/10 08:07 AM
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I missed that topic. thanks for the link!

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At least there are some more known test cases now wink

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