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Kale #59666 03/05/10 03:56 PM
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@Justin: yeah, I noticed those bugzilla entries after Arbee's comment. and I was positively surprised by the improvement in Xmas demo. I'll take a look at the horizontal problem soon (I have a few cleanups pending which will be soon in svn)

@Kale: the text problem, which also happen in Seiken Densetsu 3, is related to either subscreen masking or color blending between main/subscreen. if you press Numkey 6 during emulation, you will se that toggling the screen fixes the problem. I still haven't found the culprit though (there are a couple of bugs in current svn, but I have fixed them locally and the hires problem is still there... will investigate more later)

about Tokimeki text, I was blaming DMA/HDMA since the text is not drawn anywhere apparently, but I haven't investigated further because I was already more than busy with adding OPT wink

of course, you are welcome to contribute smile

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Games which use PseudoHires (which I can remember):
Jurassic Park (go to any of the communication tower things which bring up the 'mr. dna's dino trivia'; also the hud/score at bottom may use pseudohires as well?)
Kirby's Dreamland 3 (SA-1 game; pseudohires is used for transparent clouds and water on some levels)

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AWJ #59677 03/05/10 10:22 PM
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Originally Posted by AWJ
Why's that? Does the SNES generate even and odd fields differently in hires mode?

In Pseudohires mode, yes. In hires mode, I think so.

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fixed hires text problem.

Seiken Densetsu 3
[Linked Image from mamedev.emulab.it] [Linked Image from mamedev.emulab.it]
Desert Fighter
[Linked Image from mamedev.emulab.it]

we were starting every hires line from the first mainscreen pixel followed by the first subscreen pixel, while things should go the other way around.

while at it, I documented the way color math works for hires (according to anomie's docs) and I made the debug key switching between subscreen and mainscreen to properly work in all cases

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I am not sure if anyone else is come across this but with the recent changes in the snes driver. Super Mario World doesn't quite play the way it used to. The Mario sprite is offset on the level select screen and in level the background indexes across the screen making the game very hard to play. I have also noticed that the attract screen in Super Mario Kart does this as well.

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These are probably well known but anyways here are a couple of problems I've ran into with the 1.36 release (maybe fixed?)

TMNT Tournament Fighters

[Linked Image from img242.imageshack.us]

[Linked Image from img192.imageshack.us]

[Linked Image from img52.imageshack.us]

Tiny Toon Adventures Wacky Sports (broken graphics, locks up after gameplay demo)

[Linked Image from img192.imageshack.us]


Also Super Robot Taisen Gaiden Masou Kishin doesn't start and exibits this string in the terminal "warning: write to SOUND TEST register with data ff!"



Xor #59702 03/06/10 03:17 PM
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Originally Posted by Rychem
I am not sure if anyone else is come across this but with the recent changes in the snes driver. Super Mario World doesn't quite play the way it used to. The Mario sprite is offset on the level select screen and in level the background indexes across the screen making the game very hard to play.

are you using 0.136? in current svn I cannot reproduce this problem

Originally Posted by Rychem
I have also noticed that the attract screen in Super Mario Kart does this as well.

again, Super Mario Kart runs in current svn exactly like in bsnes... I see no problem.

Originally Posted by Xor
These are probably well known but anyways here are a couple of problems I've ran into with the 1.36 release (maybe fixed?)

TMNT Tournament Fighters
Tiny Toon Adventures Wacky Sports (broken graphics, locks up after gameplay demo)

yes these are fixed (they suffered the same problem as Super Tennis and Chrono Trigger).

Originally Posted by Xor
Also Super Robot Taisen Gaiden Masou Kishin doesn't start and exibits this string in the terminal "warning: write to SOUND TEST register with data ff!"

This game has never worked in MESS, but I'm not sure if anybody had ever reported it. Thanks for pointing it out.


I suggest both of you to use Bobz build ( http://bobz38.free.fr/mess_autobuild/index.php ) to test SNES games in MESS, since 0.136 is definitely broken.

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Originally Posted by etabeta78
I suggest both of you to use Bobz build ( http://bobz38.free.fr/mess_autobuild/index.php ) to test SNES games in MESS, since 0.136 is definitely broken.
Will do!

Some quick tests (using Bobz build):

Tetris Battle Gaiden (works a bit into game, but turns black and unresponsive if you let it enter actual gameplay/demonstration)

TMNT Tournament Fighters (still shows this graphical error:)
[Linked Image from img192.imageshack.us]

Super Back to the Future II & Sugoi Hebereke (changes background color but shows no graphics, works in 0.136)

Super Family Tennis (problem with hires logo, players don't show in gameplay/demonstration)

Last edited by Xor; 03/06/10 04:54 PM.
Xor #59705 03/06/10 05:54 PM
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Originally Posted by Xor
TMNT Tournament Fighters (still shows this graphical error:)

This bug is indeed still present.

Originally Posted by Xor
Some quick tests (using Bobz build):

Tetris Battle Gaiden (works a bit into game, but turns black and unresponsive if you let it enter actual gameplay/demonstration)

could you explain me what do you mean exactly with "let it enter actual gameplay/demonstration"? I think this is working now, but I would like to be sure I'm not checking something different from what you meant...

Originally Posted by Xor
Super Back to the Future II & Sugoi Hebereke (changes background color but shows no graphics, works in 0.136)

Super Family Tennis (problem with hires logo, players don't show in gameplay/demonstration)

not confirmed with new changes done today. I tested Japanese versions of the games you mentioned and:

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

could you try again tomorrow (Bobz build gets updated once per day) and report if these games work?

anyway, thanks for testing smile

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svn 7520:[SNES] Fixed serial joystick reads to work as per docs.

This fixes a small regression introduced by Kale while fixing Suchie-Pai (rev. 5458). Now, Super Double Dragon and Super Star Wars Emprire Strikes Back recognize Start inputs again.

Unfortunately, this does not help Super Tetris 2 + Bombliss & Wordtris, whose inputs aren't recognized probably due to CPU timing problems... frown

EDIT: btw, this is another proof that few people actually use MESS for SNES: nobody noticed those games were broken since last summer... well, hopefully things will get better in future

Last edited by etabeta78; 03/06/10 06:06 PM.
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