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Kale #60772 04/03/10 05:50 PM
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Started now checking at Iso Zuri Ritou Hen (J), it sets an HIRQ at H=0, V=260 (NMITIMEN = 0xb1), and that causes a crash for whatever reason.
Disabling the irq firing makes it to boot and makes the sound to not work at all, hmm ...

[Linked Image from mamedev.emulab.it]

Kale #60783 04/04/10 08:33 AM
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Hm, the PPU tests I just wrote are displaying the wrong pictures in MESS ... maybe you can take a look?

[Linked Image from byuu.org]
(should fade in and out)

[Linked Image from byuu.org]
(should scroll vertically)

The first one shows up as a solid white screen, and the second isn't showing the zig-zag patterns. Test ROM files are here:

http://byuu.org/temp/test_ppu.zip

Have fun wink

byuu #60784 04/04/10 08:36 AM
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doesn't this require a dot-based PPU? or would it be fine in the old bsnes 0.63 PPU code?

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r7695 /src/emu/cpu/g65816/ (g65816.c g65816op.h): Added boundary checks for MVN and MVP opcodes in the G65816 CPU core, fixes booting in Iso Zuri Ritou Hen

In M mode, game does the following:

A = 0x10
B = 0x01

... when it transitions from 0x100 to 0xff, A had an identity crisis and suddently believes to be a 32-bit CPU register, hence it becomes 0xffffffff, cause of the crash. I've forced that to mask with 0xff to avoid it.

And now, some nice images of this *awesome* game wink
[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

Kale #60834 04/04/10 05:25 PM
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Quote
doesn't this require a dot-based PPU?

That was the joke, heh, sorry smile

Quote
r7695 /src/emu/cpu/g65816/ (g65816.c g65816op.h): Added boundary checks for MVN and MVP opcodes in the G65816 CPU core, fixes booting in Iso Zuri Ritou Hen

Also be sure to set the DB register for good from these opcodes. But yeah, when you have opcodes that touch A and X+Y, it only cares about the state of either M or X, and never both. In the case of MVN and MVP, it cares about the state of P.X, and always treats A as 16-bit.

byuu #60848 04/04/10 10:18 PM
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DB register is currently setted as the value of the destination operand, guess it's good like this:

And, suddently, this started to work:

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

No idea what actually fixed this smile

EDIT: a PD application named "Paint" shows two issues:

* mouse support is pretty sucky at the moment;
* a gfx layer is entirely missing;

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

Last edited by Kale; 04/04/10 10:50 PM. Reason: paint (PD)
Kale #60850 04/04/10 11:14 PM
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My mouse support sucks, too. I don't do anything with the mouse speed bits.

byuu #60854 04/04/10 11:56 PM
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Mario Paint does the following:

01E747: PHP
01E748: LDA $4212
01E74B: AND #$01
01E74D: BNE 01e747 (-$8)


Some kind of copy protection / timing check apparently (or simple bad code), because I don't see the point in pushing the P register. In MESS, we enter here at V point 226 (in BSNES that's 229 / 259) ... since we are "updating the inputs after three lines of vblank" that falls into timing edge case.

Very lucky. --"

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

Originally Posted by byuu
My mouse support sucks, too. I don't do anything with the mouse speed bits.

Heh, but your code doesn't ignore X/Y screen limits :P

Kale #60855 04/05/10 12:06 AM
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mouse and superscope support is only sketchy. any improvement is welcome

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Another bug report:

Civilization (U) doesn't save properly, if you would like to resume a play, a "CONTINUE" option should pop-up ... current driver just doesn't do that.

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