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Horizontal scrolling seems weirdly choppy on latest SVN. You can see it to some extent in Super Mario World, but it's really bad if you start up Secret of Mana and press start - the green BG behind the name entry goes chunk-chunk-chunk. It looks like it's missing the lowest 2 or 3 bits of the scroll position.

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I thought SMW choppiness was due to my underpowered Eeepc (+ a bunch of OAM masking problems), but Secret of Mana clearly shows that there is some bug still crawling in the new code...

I'm going to track it down once I'm done with the inputs, if no one else beats me to it

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fixed. it was actually pretty easy: your description of the problem reminded me that I hadn't re-implemented properly the horizontal scrolling due to lowest 3 bits of the hoffs reg blush

I had to remove it because to properly support it (without neither leaving a black strip on one side, nor writing beyond the last pixel) more boundary checks were needed in the tile drawing code and at first I was not sure where they would have fit... of course, I completely forgot about it afterwords frown

However, after all the small cleanups performed between 7493 and 7525, it was now fairly easy to fix the problem. Notice that this also fixed scrolling stars in the SNES Test Program!

In other words, I think there are no more known regressions compared to the old video code.

I will commit the fix as soon as I verify that it does not breaks anything else (e.g. OPT) smile

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Originally Posted by etabeta78
In other words, I think there are no more known regressions compared to the old video code.

Well, almost smile

The bit in the Chrono Trigger intro where Lavos comes up out of the earth seems to have a priority issue (left is 0.135, right is SVN):

[Linked Image from interbutt.com][Linked Image from interbutt.com]

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Thanks for reporting it: it seems indeed an OAM priority problem. I'm going to investigate this, when I arrive to clean up OAM drawing (soon-ish, hopefully).
It might well be the same problem which affects TMNT Tournament Fighters...

Let's say that we are left with only a few priority problems compared to the old code (which was missing more important effects, like OPT and correct hires drawing, though) wink

on a different subject, I just finished to implement mouse support. Mario Paint has never worked in MESS, so I cannot use it to test the code, but Tetris & Dr. Mario correctly complains about it

[Linked Image from mamedev.emulab.it]

and I was able to play Arkanoid with SNES mouse inputs, hence I think it should be mostly correct.

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Ok, downloaded the lastest bobz build (dated march 7) and tried a couple of games and encountered a similar problem with some of them (all ran explicitly from the commandline):

R-Type III third lightning (shows title and then turns black)

Tiny Toon Adventures - Wacky Sports Challenge (starts first demonstration then turns black)

Super Castlevania IV (shows part pf the intro sequence and then turns black)

also tried Super Bomberman Panic Bomber W which only shows black screen (it also fails in 0.136 where it says the following "warning: write to sound test register with data 00!")

Xor #59767 03/07/10 01:14 PM
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DKC 1 and 2 turn all-green in game. SCV4 and Dracula X start out OK but almost immediately all sprites disappear, which makes it hard to play smile

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offtopic: R.Belmont, you mentioned that the saturn sh1 will be 'decapped', will that help with the saturn cd emulation? (I've only gotten two games to load sofar: Cotton and Guardian Force)

ontopic:

Monster Maker Kids - Ousama ni Naritai (sprites don't show in title/demonstration and probably in game either)

Xor #59774 03/07/10 02:31 PM
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Yes.

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I cannot reproduce most of these: in reverse order...

Originally Posted by Xor
Monster Maker Kids - Ousama ni Naritai (sprites don't show in title/demonstration and probably in game either)

I can see them in latest svn

[Linked Image from mamedev.emulab.it]


Originally Posted by R. Belmont
DKC 1 and 2 turn all-green in game.


where?

[Linked Image from mamedev.emulab.it]

Originally Posted by R. Belmont
SCV4 and Dracula X start out OK but almost immediately all sprites disappear, which makes it hard to play smile

at which point? (given my system crawls while emulating SNES, the first couple of levels are the best I can test, without better references)

[Linked Image from mamedev.emulab.it]

might there be endianness problems? might it be 64bit specific?

Originally Posted by Xor
R-Type III third lightning (shows title and then turns black)

waiting a few seconds after the title screen, I see a black screen, but then the demo goes on:

[Linked Image from mamedev.emulab.it]

Originally Posted by Xor
Tiny Toon Adventures - Wacky Sports Challenge (starts first demonstration then turns black)

same as above: it runs through the demo sequence, then screens become black but in a few seconds the konami logo is there

Originally Posted by Xor
Super Castlevania IV (shows part pf the intro sequence and then turns black)

I was able to pass through the whole intro (the one with the story), then the gameplay demo started without issues and finally it came back to the Konami logo and the title screen.

Originally Posted by Xor
also tried Super Bomberman Panic Bomber W which only shows black screen (it also fails in 0.136 where it says the following "warning: write to sound test register with data 00!")

This has never worked, unfortunately... it needs better timing of the CPU, iirc

------------------

Back on inputs, I added preliminary SuperScope support.

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

I suck at lightgun games (and inputs are quite unresponsive on my eeepc, making a nightmare to understand if the Turbo switch is on or off), so don't expect me to test all the games supporting it wink
If there are issues, I hope users could provide a test case (together with steps to reproduce it and expected behavior)

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