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My bad. I should have studied better the code (I got confused by the 512 above), before jumping to the wrong fix... blush

Thanks for fixing it, Arbee.

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Bug report: Notice that sprites have up and left wraparound issues, especially noticeable in Super Mario World, you can easily test it in water levels by going off-screen with Mario.

Anyway, time for me to check how the Nintendo Super System BIOS works, it's a z80 plus external video output (M50458 - Mitsubishi M50458-001SP On-Screen Display (OSD) Chip (NDIP32), I haven't found any manual so far, Stiletto? wink ). I've got to the point that it loads the Instruction ROM, and then it waits for a vblank irq ... by doing this:

13EC: 3E 10 ld a,$10
13EE: ED 47 ld i,a
13F0: ED 57 ld a,i
13F2: FE 10 cp $10
13F4: 28 FA jr z,$13F0
13F6: C9 ret


RISC-style IRQs anyone?

Kale #61906 05/18/10 06:27 PM
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Originally Posted by Kale
Bug report: Notice that sprites have up and left wraparound issues, especially noticeable in Super Mario World, you can easily test it in water levels by going off-screen with Mario.

Offscreen in which direction? right-left wraparound should be quite good (e.g. Super Bomberman 5 title screen uses sprites wrap for the leftmost character and it's fine with current code)
up-down wraparound is otoh not that good: I noticed it when I fixed the Sim City problem, but my first attempts to improve it were breaking some other games...

I plan to do some more experiments after 0.138 is out (to avoid further regressions before the full release)

EDIT: and good luck with NSS! the menus have always been a mystery to me (and Reip too, iirc)

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I thought the NSS menu processor code was unknown and didn't disassemble meaningfully. Was it decrypted?

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Kale Online Sleepy OP
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It's just a plain z80, according also to Guru^TM readme. Probably there was an old dump that didn't disassemble correctly ... or not? I've always thought that was a z80 anyway, fwiw ...

Probably major issues comes with the VDP stuff ... I'm getting some results now, the BIOS is really complex and I bet whatever you want that without major z80 dasm skills you won't go to anywhere, first thing that comes to mind are the 2 (yeah, TWO) EEPROM devices.

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M50458 - hm, okay.

Related patent: http://www.google.com/patents?id=MZ..._r&cad=0#v=onepage&q&f=false
and we will never see that user manual... smile

Datasheet... Sangmeister has it, I'll go ping him.

[EDIT] Al may also have it, we'll see who's first...

Last edited by Stiletto; 05/18/10 07:27 PM.
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Go go Stiletto Power! smile

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with latest svn, the following is now possible in MESS:

[Linked Image from mamedev.emulab.it]

given that it's not possible for carts to enable subslots, I had to create a new driver "snesst" which (similarly to snessfx) emulates a SNES+Sufami Base Cart and offers 2 cartslot to the user to mount the st carts

More screens

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

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

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

some games work, some freeze at start.

also, mounting two carts is acknowledged by the emulated systems, e.g. because it warns you about carts inserted in the wrong slot

[Linked Image from mamedev.emulab.it]

and it sees both mounted carts

[Linked Image from mamedev.emulab.it]

but I don't think all data are read correctly...

I also had some work on the BS-X memory mapping which seemed promising (the CPU was able to reach reasonable code), but it turned out to be busted. so I threw it away and I left only the BS-X cartslot work. Due to device limitations, also the bsx unit is emulated with a separate driver: snesbsx offers two cartslots, the first for the base BS-X cart or for a compatible cart (like Same Game) and the second for the flash cart. However, the driver does nothing at the moment.

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Just a small request: Please split unrelated commits, this makes testing for regressions and viewing changes easier.

Duke #61937 05/19/10 09:52 AM
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sorry. I feared I could miss some makefile change, breaking the compilation (which, of course, I managed to nevertheless, by missing one .h file)

Last edited by etabeta78; 05/19/10 09:53 AM.
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