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Kale #61072 04/11/10 02:59 PM
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Here's my updated list of bugs (BOBZ compilation 11/04/2010):

Dead Dance (J): graphic glitches when scrolling the fighter selection menu through all the available fighters forward/backward.

Super Kick Boxing (J): Graphic glitches are back (regression).

Rushing Beat (J): The screen 'blinks' in black sometimes during gameplay.

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Super Tetris 2 & Bombliss Genteiban (J) is a real case limit open bus behaviour inside the IRQ routine:

00816D: INC $0320
008170: LDA $1fff ;word access read memories 0x1fff and 0x2000, 0x2000 is open bus and should return 0x00 instead of current 0x1f
008173: BEQ 008187 ($12) ;must jump there


Wizardry Gaiden IV - Taima no Kodou:


008023: XCE
008024: SEP #$20
008026: REP #$10
008028: LDX #$1fff
00802B: TXS
00802C: REP #$20
00802E: LDA $7e1b0d
008032: CMP #$6421 ;reads 0x7e1b0d without setting it and expects to be equal to 0x6421 otherwise it dies
008035: BNE 008049 ($12)


Guess that this is a very clear case of SRAM flaw?

Last edited by Kale; 04/11/10 03:56 PM. Reason: Wizardry Gaiden IV - Taima no Kodou info
Kale #61075 04/11/10 06:40 PM
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It's just checking if you reset the system.

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Yeah, but work RAM is all 0x55 filled, and it shouldn't.

Kale #61078 04/11/10 07:47 PM
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WRAM should be randomized at start but that isn't the problem with this game. It's a mapping issue. Banks $F0-$FF are overwritten with SRAM but Tokimeki Memorial and Wizardry Gaiden are pretty big and have ROM mapped there.

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Ah yes. A "bug" due to the crappy binary blob ROM format that contains no data whatsoever on the actual PCB layout...

AWJ #61081 04/12/10 12:48 AM
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Originally Posted by AWJ
Just a note about the Fushigi no Dungeon 2 bug: That's a gameplay bug, not just a graphics bug. The score and floor numbers shown in the screenshot are nonsensical, and the Japanese text underneath (which sums up how the game ended) reads "Defeated by Shiren while carrying the Bizarre Box" which is similarly nonsense (Shiren is the default name of the player character, not an enemy)

The Fushigi no Dungeon games are notable for automatically saving to battery RAM after every action the player performs, so I'm inclined to suspect a SRAM mapping problem, although a CPU bug is also possible.

Probably the former, it does this:

818103 lda #$53
818105 sta $b36000
818109 lda #$54
81810b sta $b36001

MESS driver masking seems to apply at every 0x10000 (i.e. it writes at 0xb06000-0xb16000-0xb26000 and 0xb36000) ... BSNES only writes at 0xb36000 (plus it has a completely different mapped memory in there). Cart mode is 21 iirc. Ideas?

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Originally Posted by Heretical_One
Ah yes. A "bug" due to the crappy binary blob ROM format that contains no data whatsoever on the actual PCB layout...

I made an XML format for that, but we still need to fill that out with the 'header detected' mapping data.

If we can verify the PCB ID on each games' board, we can get 100% perfect hardware mapping.

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Originally Posted by jbo_85
WRAM should be randomized at start but that isn't the problem with this game. It's a mapping issue. Banks $F0-$FF are overwritten with SRAM but Tokimeki Memorial and Wizardry Gaiden are pretty big and have ROM mapped there.

so we finally have found an example where lines 135-136 of snescart.c apply:

Code
        /* There could be some larger image needing banks 0x70 to 0x7f at address 0x8000 for ROM
         * mirroring. These should be treated separately or data would be overwritten by SRAM */

great! I was waiting for that since forever!!!!

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Originally Posted by etabeta78
great! I was waiting for that since forever!!!!


If I'd have known you needed to know, I would've been able to tell you that there were games that need ROM in $f0:8000 since forever smile

There's a few different sets of boards that behave in a specific manner that results in the impossibility of universal mappings. Whatever route you go, moving away from the binary blob as the sole source of information used to map a game is "very very good"...

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