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Joined: Mar 2007
Posts: 298
Senior Member
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Senior Member
Joined: Mar 2007
Posts: 298 |
Yes, there was at least one game that depended on the timers Rushing Beat
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Joined: Jun 2008
Posts: 205
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 205 |
Rushing Beat plays fine here without any mul/div timing.
The only thing the mul/div timers do is allow you to return incorrect mul/div results if the registers are read too early. The calculation runs in parallel with the SNES, so the S-CPU timing isn't really affected by this.
The only way a game can 'not work' by not emulating these calculation delays is if they ask for a value to be multiplied or divided, and only work when the result of that operation is incorrect. Do think about how absurd that would be for a moment.
Now even in the unlikely event that a game out there did rely on this, it would be expecting at least the 'correct' wrong result, and not whatever you guys return in that instance (0x00? The original value? Both are wrong.)
If it fixed the game in MESS, it was because of some other error being avoided by it.
Don't get me wrong, I am not making excuses for not supporting this properly. It sucks, and it's a gaping problem in our emulators if we want to claim they are accurate. It's just a really tough problem, and faking this delay isn't going to do any good; except maybe to alert ROM hackers / translators / demo coders that this delay exists when their code gets the wrong results. ( and subsequently result in RHDN posts that our emulators are inaccurate because ZSNES runs their broken code fine :P )
I need someone who can run tests on real hardware and is willing to bang out a metric ton of code and test results to analyze. I can't find the motivation right now to do that myself.
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Joined: Mar 2007
Posts: 298
Senior Member
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Senior Member
Joined: Mar 2007
Posts: 298 |
Rushing Beat plays fine here without any mul/div timing. How do you make it to work? Here I'm getting only a black screen and nothing happens...:(
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Joined: Aug 2009
Posts: 1,251 Likes: 171
Very Senior Member
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OP
Very Senior Member
Joined: Aug 2009
Posts: 1,251 Likes: 171 |
I think he's referring to his bsnes emu. For the 100th time, Rushing Beat has problems with the CPU timing, not the mul/div ... guess it doesn't even use that feature. Anyway ... I've recently tried Brandish 2 on MESS ... there's a funny bug right at the beginning of the game on which the soldiers goes out of a door ... MESS emulates this by making them going in *erratic* directions ... I don't even know if it's logic or video related
Last edited by Kale; 03/03/10 01:20 PM.
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Joined: Aug 2002
Posts: 225
Senior Member
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Senior Member
Joined: Aug 2002
Posts: 225 |
was there any news on Ballz decapping? or did I miss it?
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Joined: Aug 2009
Posts: 1,251 Likes: 171
Very Senior Member
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OP
Very Senior Member
Joined: Aug 2009
Posts: 1,251 Likes: 171 |
Ok, checked Brandish 2 again after the compile fix ... current build now works, so I guess it was one of the 100s bugs that eta introduced just before 0.136 release ;P
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Joined: Mar 2001
Posts: 17,217 Likes: 234
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,217 Likes: 234 |
I poked Guru about the decapping (the Saturn SH-1 CD controller is also in line) and he said they expect to do some stuff for us soon.
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Joined: Aug 2009
Posts: 1,251 Likes: 171
Very Senior Member
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Very Senior Member
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It's a great news, but I don't know how it relates to this topic and the Super Famicom :P
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Joined: May 2004
Posts: 1,772 Likes: 34
Very Senior Member
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Very Senior Member
Joined: May 2004
Posts: 1,772 Likes: 34 |
It's a great news, but I don't know how it relates to this topic and the Super Famicom :P Some of the SNES chips are inline to be decapped along with the Saturn SH1. I think it has plenty to do with the SUper Famicom ;-)
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Joined: Aug 2009
Posts: 1,251 Likes: 171
Very Senior Member
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Very Senior Member
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Posts: 1,251 Likes: 171 |
Ah, ok ... it was just because I've read Saturn and didn't related to that ;P
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