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Note: as for r9070, PC Engine CD emulation works, with the following noted quirks:

- all (?) games boots, if you can't surpass the CD System screen then most likely your image is bad / corrupt;
- it doesn't have any ADPCM emulation;
- it doesn't seem to have any CD-DA / "red book" playback;
- some of the games tested have shuffled graphics, probably something to do with DMAing;
- other games instead doesn't show/have garbage with the player sprite, dunno at current time why this peculiar thing happens;
- most if not all the games are very prone to hangs, most likely due of missing ADPCM status flags;
- Akumajou Dracula X is very fussy about starting a play on the title screen;
- All (?) Falcom games minus Ys 3 hangs with black screen at start-up smirk

And now, some random screens:

4 in 1 Super CD







Last edited by Kale; 09/08/10 08:04 PM. Reason: Added header
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Ane-San









Bakushou Yoshimoto no Shinkigeki






Advanced Variable Geo




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Lords Of Thunder








Cosmic Fantasy 2












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Princess Maker I





Super Real Mahjong Part 2 & 3









Tokimeki Memorial








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Cal II





Final Zone 2






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Altered Beast (J)








Last Alert










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Akumajou Dracula X - Chi no Rondo



















<- hangs here smirk

(note: put this .nv file into your nvram folder if you want to play this (starts from level 1):
http://mamedev.emulab.it/kale/fast/files/pce.zip)

Last edited by Kale; 09/08/10 09:00 PM. Reason: More snaps
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Originally Posted By Kale
- it doesn't seem to have any CD-DA / "red book" playback;


?
CD-DA works fine for me in e.g. the Tokimeki Memorial intro, maybe your rip is bad?

Code:
chdman - MAME Compressed Hunks of Data (CHD) manager 0.139.1 (Sep  8 2010)
Input file:   tokimeki.chd
Header Size:  108 bytes
File Version: 4
Flags:        NO_PARENT, READ_ONLY
Compression:  zlib+
Hunk Size:    9792 bytes
Total Hunks:  66336
Logical size: 649,562,112 bytes
SHA1:         16d3601ec8ddc44cb83659d5185a66de2b8f229d
Raw SHA1:     a605eb01e3ee312e7bcbdf45918e34e911eea476
Metadata:     Tag='CHTR'    Length=44
              TRACK:1 TYPE:AUDIO SUBTYPE:NONE FRAMES:4603.
Metadata:     Tag='CHTR'    Length=49
              TRACK:2 TYPE:MODE1_RAW SUBTYPE:NONE FRAMES:32780.
Metadata:     Tag='CHTR'    Length=43
              TRACK:3 TYPE:AUDIO SUBTYPE:NONE FRAMES:752.
Metadata:     Tag='CHTR'    Length=50
              TRACK:4 TYPE:MODE1_RAW SUBTYPE:NONE FRAMES:169199.
Metadata:     Tag='CHTR'    Length=44
              TRACK:5 TYPE:AUDIO SUBTYPE:NONE FRAMES:5767.
Metadata:     Tag='CHTR'    Length=45
              TRACK:6 TYPE:AUDIO SUBTYPE:NONE FRAMES:14413.
Metadata:     Tag='CHTR'    Length=44
              TRACK:7 TYPE:AUDIO SUBTYPE:NONE FRAMES:5191.
Metadata:     Tag='CHTR'    Length=49
              TRACK:8 TYPE:MODE1_RAW SUBTYPE:NONE FRAMES:32631.


You can rule out driver issues by passing the CHD to the cdtv driver, which plays audio CDs.

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does Rainbow Islands CD-ROM works? i haven't checked yet, because i don't have CHD.


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Yes, CD-DA should work. Easy to test by simply creating a CHD from some cd-single/small cd and try to play it in the built-in cd player.

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Sweet seeing the pc engine getting some love, huge thanks Kale!

Did some quick tests:

Dragon Half

Works fine up until you enter a battle in which it seems to lock up.

Gain Ground SX

Seems to work flawlessly.

Gotzendenier

First it gives a grabled screen while loading then black, but if you press the button a couple of times you will reach the ingame intro (shown in picture) but then as soon as the game begins it goes black again.

Last Armageddon

Loads fine but hangs in intro sequence when you start game.

Neo Nectaris

Seems fully functional but with garbled graphics in battle sequences.

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Space Fantasy Zone

Seems to work flawlessly.

Star Mobile

Seems to work flawlessly.

Snatcher

Shows Konami intro and then goes black, noooooooooo!

Star Parodia

Seems to work flawlessly.







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Originally Posted By judge
Yes, CD-DA should work. Easy to test by simply creating a CHD from some cd-single/small cd and try to play it in the built-in cd player.


Ok, it's because we were using iso/cue/wav disk images, and those doesn't convert properly in chdman. Good to know, so just the ADPCM is missing, and I'm working on that right now.

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Yeah, the latest CHDMAN outputs a CHD with working CD-DA from the LoT rip you sent me, and my own rip (from a real original CD) of Rondo of Blood plays CDDA as well.

I'll fix conversion of bin/cue rips with .WAV audio tracks next.

Last edited by R. Belmont; 09/09/10 01:11 PM.
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Ok, thanks smile

EDIT: another small issue with chdman is that it can't read file names with special characters, rippers tends to put that effing ² in their names like "Championship Rally [J] [S-CD²].cue" ... but dunno if you can do anything for that.

Bonanza Bros.





Championship Rally




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As usual, send me a rip that does that and I'll see what I can do smile

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Well, there's a rip that does it plus doesn't decode properly:

Code:
 E:\ISOs\[PCECD] Dekoboko Densetsu - Hashire Wagamanma>chdman -createcd x.cue dekoboko_densetsu.chd
chdman - MAME Compressed Hunks of Data (CHD) manager 0.139u2 (Sep  9 2010)

CD-ROM x.cue has 26 tracks and -1986787593 total frames

(hangs there, notice the negative frame number)


The Dynastic Hero <- hangs at the first intro









Exile 2 <- missing gfxs during gameplay







Loom <- seems to work with minor gfx / audio issues




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Splash Lake





Steam Heart's <- gives access violation after the character screen, first game tested that does that



Prince of Persia (U) <- doesn't work at all, executes bad code

Battlefield '94 in Tokyo Dome <- has "copy protection issues"?


Last edited by Kale; 09/09/10 02:55 PM.
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Originally Posted By Xor
Space Fantasy Zone

Seems to work flawlessly.
I get static in this one If I convert it it chd

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r9074 /src/mess/ (includes/pce.h machine/pce.c): [PCE]: bare minimum implementation of Arcade Card handling

Yes, realized that the aforementioned Battlefield is an Arcade card game, adding a simple ID it boots up to the title screen then dies, I'll look up into adding extra features now.


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r9078 /src/mess/ (includes/pce.h machine/pce.c): [PCE]: Emulated Arcade Card Work RAM mirror, all of the known behaviour should now be hooked up

Ok, fixes the aforementioned game, and I've tried this other one, it dies at the gameplay loading still due of PCE-CD normal quirks I presume:

Ryuuko no Ken / Art of Fighting










(quite impressive conversion, especially considered the limited HW smile )

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Bomberman '94 <- fully working, unsurprising considering it's a beta release with one multiplayer map and two cd tracks (disclaimer and game)






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Originally Posted By Kaylee
I get static in this one If I convert it it chd

I used the guide from Guru's site and read it off cd to a toc/bin image using burn-at-once (if I recall the name correctly, there is a link on guru's site) and then just converted it to chd with chdman -createcd foo.toc foo.chd

here's a link to the tutorial, you need to scroll down a bit for the cd stuff: http://www.mameworld.info/guru/tutorials/dumping_cds_&_hdds/index.html


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Cotton

Plays fine in MESS. The contrast between the PSG sound effects and CD-DA music is rather something though smile

 



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r9084 /src/mess/machine/pce.c: [PCE]: Fixed some ADPCM registers that are actually write-only, fixes some hangs

Some games now surpasses their hang point, some random examples:

Bunilla Syndrome Mahjong





Buster Bros.







Gotzendiener





Akumajou Dracula seems to surpass the hang point too, but it seems to not do correct GFX DMAing at first shot, dunno the reason right now ...

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Adventure Quiz









Battlefield '94 in Tokyo Dome now works too



I'll let others verify other games smile

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r9086 /src/mess/machine/pce.c: [PCE]: Added CD interface port ADPCM RAM 0x0a r/w routing, fixes Akumajou Dracula X going nuts after the intro


This also fixes wrong / missing gfxs in many games, I'll let Tafoid do a bunch of screenshots for these:

Monster Lair



Dynastic Hero



Cosmic Fantasy 2



Bonanza Bros


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Awesome! smile

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Gradius 2

Seems perfect. The CDDA tracks are recordings of the original arcade version, so you get a remarkably MAME-like experience playing smile






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Quote:
r9086 /src/mess/machine/pce.c: [PCE]: Added CD interface port ADPCM RAM 0x0a r/w routing, fixes Akumajou Dracula X going nuts after the intro


Magnificent, let me check. smile

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Quote:
r9086 /src/mess/machine/pce.c: [PCE]: Added CD interface port ADPCM RAM 0x0a r/w routing, fixes Akumajou Dracula X going nuts after the intro


This also fixes wrong / missing gfxs in many games, I'll let Tafoid do a bunch of screenshots for these:

Monster Lair


Before and after the fix.






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Originally Posted By Anna Wu
Quote:
r9086 /src/mess/machine/pce.c: [PCE]: Added CD interface port ADPCM RAM 0x0a r/w routing, fixes Akumajou Dracula X going nuts after the intro


Magnificent, let me check. smile








smile

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Kale, can you take a look on Shadow of the Beast (J), please ?
The graphics are missing, the sound is ok.
Tried the CD image on Ootake/MagicEngine, all ok.

Last edited by Anna Wu; 09/11/10 08:51 AM.
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Nice fixes!

Dragon Half no longer freezes in battles


Neo Nectaris background graphics are fixed


Also some new tests, Populous the Promised Lands loads fine but freezes during the starwars-scroller intro



Tengai Makyou Ziria seems to work fine, so does Builder Land


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Summer Carnival '92 - Alzadick (J)

Seems to work. Remember me a bit on Gunhead.












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Anybody got Hi-Leg Fantasy to work?

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Originally Posted By Kaylee
Anybody got Hi-Leg Fantasy to work?


It seems, the game (GECD JPN) need the Games Express CD Card to run.

Should work on MagicEngine.
Not working on MESS/Ootake.

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Yep, it is working with MagicEngine.




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Dungeon Explorer II (U)

Sound in parts missing.







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r9092 /src/mess/ (drivers/pce.c machine/pce.c): [PCE]: Added bare minimum ADPCM playback support

Is it just me or it sounds ... horribly clipped? Any thoughts?

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The game express is not supported (yet). I didn't have any hardware details at the time and no images to test.

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just tested Rainbow Islands:

* CD-DA plays fine
* there's some garbage on island map screen
* when you're jumping, the sprite looks okay
* when you're walking, the sprite is flickering
* when you stop, the sprite disappears
* no sound effects (due to ADPCM missing, i suppose)


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Originally Posted By judge
The game express is not supported (yet). I didn't have any hardware details at the time and no images to test.


The second point should be not a problem. To find any GECD specs is much harder.

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Originally Posted By Anna Wu
Originally Posted By judge
The game express is not supported (yet). I didn't have any hardware details at the time and no images to test.


The second point should be not a problem. To find any GECD specs is much harder.


It's a bootleg card, I doubt it's hard to figure out.

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Originally Posted By Haze
Originally Posted By Anna Wu
Originally Posted By judge
The game express is not supported (yet). I didn't have any hardware details at the time and no images to test.


The second point should be not a problem. To find any GECD specs is much harder.


It's a bootleg card, I doubt it's hard to figure out.


I hope you can convince me otherwise. smile

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Kale Offline OP
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I'll check out Game Express games at some point, but first I would like to fix remaining regular cd games issues ... or you really want to play cheap bootlegs instead of Snatcher, Falcom games, Steam Heart's, Prince of Persia, Ryuuko no Ken and dunno what else right now?

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Originally Posted By Kale
r9092 /src/mess/ (drivers/pce.c machine/pce.c): [PCE]: Added bare minimum ADPCM playback support

Is it just me or it sounds ... horribly clipped? Any thoughts?


http://mamedev.emulab.it/kale/fast/files/advanced_vg.mp3

Pitch is right, tempo is right, everything goes even lip-synch ... but the clipping is really un-hearable smirk

I just would like to know ... is this supposed to be like this on real HW or there's something wrong in our MSM emulation?

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I assume it sounds better in Mednafen? Check his source smile

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I've just tried in Ootake, and it sounds a lot cleaner smirk

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Originally Posted By Kale
I'll check out Game Express games at some point, but first I would like to fix remaining regular cd games issues ... or you really want to play cheap bootlegs instead of Snatcher, Falcom games, Steam Heart's, Prince of Persia, Ryuuko no Ken and dunno what else right now?


Of course, I like more the crappy GE games.


Just a joke. grin
Tried only to help Kaylee, that´s all.

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Originally Posted By Anna Wu
Originally Posted By Kale
I'll check out Game Express games at some point, but first I would like to fix remaining regular cd games issues ... or you really want to play cheap bootlegs instead of Snatcher, Falcom games, Steam Heart's, Prince of Persia, Ryuuko no Ken and dunno what else right now?


Of course, I like more the crappy GE games.


Just a joke. grin
Tried only to help Kaylee, that´s all.


Well you know the primary reason I wrote HazeMD was so that I could play with the MD pirate games, without resorting to using patched roms like Kega did at the time? ;-)

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r9115 /src/mess/machine/pce.c: [PCE]: Arcade Card address bits 4-5 is a selector for different index registers, hooked that. Greatly improves compatibility / gfx issues in A-Card games

Ryuuko no Ken





Garou Densetsu 2





Formation Soccer '95 - Della Serie A




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Zero Wing

This has a complete voice-acted intro which is nothing like the infamous Genesis one. The "arrange" versions of the songs during the stages are nice too.

Incidentally, .WAV tracks in bin/cue images work now. This is proof.





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Recent fixes also fixed this one, that was crashing at the end of round 1:

Bazaar de Gosaru no Game de Gosaru








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Ginga Fukei Densetsu - Sapphire (NTSC-J) [HCD5080]



I've converted my .cue .iso to .chd and the game displays garbled sprites.

Can anyone else confirm that this is the case for their .chd conversion?

MESS SVN r9159 (32-Bit)

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Yes, known issue. It's something to do with DMAs that I haven't yet figured out smile

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Cool, thanks for confirming Kale. Great work so far! smile

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Anybody has a copy of Parasol Stars to test?

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Isn't Parasol Stars a cartridge game? This thread is for showing off CDs smile

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Yeah Parasol is a cart game, and has worked pretty well in MESS for a long time now, including the raster / scaling effects.

Easy mistake to make I guess, because most of these CD games don't look like your typical CD games of this era. They're real games, not FMV junk (NEC saved that for the PC-FX)

I think the only reason most of them are on CD is because the CD card gave you a significant amount of extra RAM, and you could have CD audio.

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And msm5205 audio.

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And probably cds were cheaper to produce

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CDs were definitely cheaper, but the main thing is the RAM + ADPCM + CDDA actually put the thing in the ballpark of the SNES and Megadrive as far as what you could get out of it.

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Originally Posted By R. Belmont
Isn't Parasol Stars a cartridge game? This thread is for showing off CDs smile

huh. Well that shows how much I know about the PC Engine. Next time I'll do my homework before asking.

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Originally Posted By Sune
Originally Posted By R. Belmont
Isn't Parasol Stars a cartridge game? This thread is for showing off CDs smile

huh. Well that shows how much I know about the PC Engine. Next time I'll do my homework before asking.


you probably confused it with Rainbow Islands. it was released on PCE CD-ROM. wink

and yes, Parasol Stars is cartridge game.


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r9197 /src/mess/machine/pce.c: [PCE]: Fixed ADPCM DMA stop behaviour, fixes several Arcade Card games gfxs / booting

Ginga Fukei Densetsu Sapphire



Puyo Puyo Tsuu CD






Garou Densetsu Special





Fire Pro Jyoshi - Dome Chojyo Taisen


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PCE bug list <- Tafoid just added a reference page for PCE / T16 / PCECD bug reports.

r9203 /src/mess/machine/pce.c: [PCE]: Fixed CD command 0xff, fixing asserts in Steam Heart's, Patlabor and Pastel Lime

Steam Heart's (crashes when it's supposed to play dialogues in the top-right corner now, *shrug*)



Kidou Keisatsu Patlabor - Griffon Hen







Pastel Lime


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r9214 /src/mess/machine/pce.c: [PCE]: Fixed missing CD IRQ acknowledge, fixes booting in Quiz Avenue III, and Inoue Mami

Quiz Avenue III





Inoue Mami - Kono Hoshi ni Tatta Hitori no Kimi




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Hi.

I've played Spriggan Mark II - Re Terraform Project today.the Graphics is OK but sound is horrible (dialogue breakup, and music starting to play and then cut off) and when the dialogue is running it gives this sometimes "CD-DA set end mode, 0x00 contact MESSdev"

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Ok, thanks for the report, I'll check it out shortly.

EDIT: checked, mode 0x00 is currently right, it sets CD-DA with following parameters (in lha format):

2 3 4 5
05 26 17 00 START
00 40 28 13 END

So, it's clearly an HW bug since it's supposed to be 2-3-4 but Spriggan uses 3-4-5

As for the missing voices, it's the usual ADPCM bug that cuts off if the size is bigger than 0x10000 ... it should upload new data and trigger an irq when it reaches the end of the buffer but it doesn't seem to work properly at the moment.

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Did a few tests using rev 9288,

Popoulus now works past the intro scroller, seems to play fine but I believe there is a sprite/background priority problem (third image)





Last Armageddon now seems to work fine aswell






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Oh, an update smile

Preliminary transfer ready irq hook-up, makes Steam Heart's to enter into gameplay


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Nice. It's always IRQs smile

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Wow more fixes.


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Arbee fixed CD-ROM pre-gap issues. Fixes Prince of Persia booting, and should improve CD-DA sync in several instances (Cosmic Fantasy, iirc):




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I going try this game out later on. I never play any of the Prince of Persia games before.


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Originally Posted By Dullaron
I going try this game out later on. I never play any of the Prince of Persia games before.


They're really good, though you might want to try it on the Apple 2 or PC instead. smile

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offtopic

http://www.hardcoregaming101.net/princeofpersia/princeofpersia.htm

shows some interesting comparisons for PoP, and yes, the Sega CD and Genesis versions are very different despite being on basically the same hardware. The SCD looking like most of the Japanese ports, the Genesis one being all jazzed up, entirely different developers for both.

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Wow. I had no idea there were that many ports. Seems like a good candidate for a "MESS runs every version ever" screen gallery.

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Originally Posted By Just Desserts
Originally Posted By Dullaron
I going try this game out later on. I never play any of the Prince of Persia games before.

They're really good, though you might want to try it on the Apple 2 or PC instead. smile

Play the Apple 2 version and marvel at what he did with four colours, then play the DOS version which is fundamentally similar but with more colours, then play the Macintosh version with its beautiful high-resolution graphics. It actually contains three sets of graphics for monochrome, low-res colour and high-res colour, so be sure to mess with your video settings to experience all of them.

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SNES version is also worth to play, with its extended gameplay which integrates quite well into the original part

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Apple II hi-res has 6 colors, not 4 smile And I'm amused by HG101's claim that the Apple II wasn't known for games given every classic home computer game of the 80s either originated on it or was ported to it.

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Great seeing further progress on this driver, thanks Kale and RB!

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FWIW, we're almost out of CD-related problems with the system now. Judge: is there any reason pce_new isn't pce now? I've been playing games with it and not only is it a definite improvement for things like raster effects, but the performance seems perfectly fine (it unthrottles to over 400% on my system, which generally means it's got good headroom downwards).

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My own reason was speed concerns. In a debug build it goes well below 100%, especially for sgx_new.

I have no problems retiring the old drivers in favour of the _new versions; you're free to do it, I have no local changes.


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debug builds are painful for many drivers unfortunately.

generally if the performance is acceptable on a decent core2 for the SGX in a release build then it should be fine, it's not unreasonable to tell people a core2 is minimum spec.

at least that's been my philosophy when working on things.

it's possible there are places performance can be squeezed out of the new code anyway, but keeping the old code active when it causes known issues makes less sense IMHO, right now the new code isn't getting used at all, by anybody so is only likely to rot faster than the old code.


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Added CD-DA volume control:


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Alright. I'll do the switchover after work (I have a patch for Apollo from the original author that just came in as well). As Haze said, given that perf seems OK on normal builds and there are obvious improvements over the old code we might as well put our best foot forward. Plus this'll give the new code some testing and hopefully help with future PC-FX work.

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fwiw SGX holds > 100% on my 3ghz C2D (130-150%) so it should be fine, especially if there are still possible optimizations

granzort Madou Ou Granzort

appears to have no video tho, not sure about with the old core.

things like babyjo look much better when scrolling too because it's no longer doing non-integer scaling.

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For what is worth, PC-FX already uses the new code.

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Right, but obviously it's not yet getting much testing in PC-FX.

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Originally Posted By Haze
fwiw SGX holds > 100% on my 3ghz C2D (130-150%) so it should be fine, especially if there are still possible optimizations

granzort Madou Ou Granzort

appears to have no video tho, not sure about with the old core.


I think it's something to do with the video mixer (HuC6202) and the prio_types, but can't really get it nailed down.

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The new video chip emulation is fantastic. Bomberman '94 intro glitch has been fixed and Gate of Thunder is as smooth as silk. Great work! smile

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Thanks for the fix.


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Originally Posted By Kale
Originally Posted By Haze
fwiw SGX holds > 100% on my 3ghz C2D (130-150%) so it should be fine, especially if there are still possible optimizations

granzort Madou Ou Granzort

appears to have no video tho, not sure about with the old core.


I think it's something to do with the video mixer (HuC6202) and the prio_types, but can't really get it nailed down.


That has now been fixed

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Nice. All of the SGX games are playable now smile

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great progress. will these changes make to 0.148?


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Yup.

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Originally Posted By R. Belmont
Yup.


Don´t forget to add Anna´s computer driver. ; )

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There seem a graphics issue on SGX playing 1941. If it fix then don't reply this.


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1941 plays fine for me, as far as I can tell. What is your issue?

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Sometimes there like mess up graphics lines at the bottom on the edge. Can't tell if it white colors or what.

On the first boss stage. The plane go up and then the two tops going up from the bottom until the plane come back down.

Only play the first stage.

I will do a few more SVN updates tomorrow to see it gotten fix.

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Originally Posted By Dullaron
Sometimes there like mess up graphics lines at the bottom on the edge. Can't tell if it white colors or what.

On the first boss stage. The plane go up and then the two tops going up from the bottom until the plane come back down.


Happens here also.

The Boss goes up and the top of the plane scrolls around and appears at the bottom


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Running latest build, same result.

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I think your pictures are in pixel aspect format which makes them look stretched out of all proportion. Not sure why the pixel aspect produces this result though?

Soldier Blade (U) is still crashing when the red ship flies overhead in the first stage.

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the reported issue is the part of the boss appearing at the bottom of the screen, and that is not due to the pixel format wink

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Quote:
and that is not due to the pixel format


Cool. To be honest I could only make an (ill)educated guess from the fact that when I put the driver in pixel aspect mode (544:121) it produces a similar result.

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well, I would expect it either to be due to priorities problem between sprite and bg or to be something happening also on the real hardware, but I'm at work and I cannot test the game atm

do you mean that the issue disappears depending on the video mode you choose?

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Quote:
do you mean that the issue disappears depending on the video mode you choose?


Not in this case, no. I was commenting on the fact that the screenshots provided by LoganB and Kaylee look similar to the result of displaying those games in pixel aspect mode (544:121).

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ah yes. snaps with F12 are always produced at pixel aspect unless you specify a different -snapsize value smile

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The previous driver code also had the same scrolling issue, so at least that behavior has not been introduced by the new code.

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if
https://www.youtube.com/watch?v=OXCTLM30BAw

is original hardware (I think it is) then it happens on original hardware.

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It definitely looks like hardware to me.

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I had other two videos showing the issue, but it was not clear if it was emu or real hw.
This definitely seems real

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OTOH, Cadash still looks like it's having a seizure. Perhaps an emulation issue outside of the video chips?

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I have a real sgfx and all 5 games. I may have Darius plus too. I know for sure I do not have alpha. If there is something you want me to verify I can. I also have a duo I can test with too.

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Oh OK so the graphics issue is from the real thing then. That makes sense now.

Does that explain why there not many games for this system? Hardware issues maybe?


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My understanding is that here weren't many games mainly due to lack of interest in the system. It wasn't much more powerful than the tg16/pce. And from what I recall, over priced too.

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Originally Posted By Dullaron
Oh OK so the graphics issue is from the real thing then. That makes sense now.

Does that explain why there not many games for this system? Hardware issues maybe?


More like a stop-gap system which wasn't a significant enough improvement over the base unit.

After which NEC lost their way completely and spewed out more FMV games than you can count on the PC-FX while forgetting to make any real ones. (A real shame because the PC Engine CD was the exact opposite, a CD system used to actually produce better games unlike every single other one)

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Yeah, SGX was the kind of "upgrade" that made the 32X look reasonable. Pretty much a second copy of the graphics chip and VRAM and not much else changed.

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I saw where Kale had commented on the bug report (04950) that I submitted for pce.c [draculax]. I didn't have compiling tools to test before release, but I just tried draculax in 0.148 and it looks like the bug still exists.

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You should say so on the bug then smile

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MESS version: 0.148 (stable)
soft-name: addfam
status: supported
cd-rom system: 2.1(cdsys)

The following seens to be a normal behavior:
After start game, you can't control character.
After first hit, you gain total control of him...

But that's dont:
After jump second thumb, the game freezes...
After die in a quicksand, the game freezes...

http://www.youtube.com/watch?v=CGKpe2nxgdQ


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Originally Posted By R. Belmont
You should say so on the bug then smile


LOL! I thought that I had left a comment on the bug report, but must have not clicked submit. *facepalm*

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We need a facepalm smiley wink

Kale: any idea why this is still happening, since I gather you've looked into it before?

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Hi,

I recently stumbled upon quite a neat English translation patch for the PC Engine CD version of Dracula-X, that even replaces the voiced dialogue with the official Konami English dub from Castlevania: The Dracula X Chronicles (PSP). For those who haven't seen it before, the patch can be downloaded from here: Castlevania: Rondo of Blood Translation.



Somewhat excited I've been playing this game, only to find out that it hangs in Level 2 in MESS frown.

Searching the forums I found a post from 2010 by Kale, which mentions the exact same "hangs here" for Level 2. His post is illustrated with the pictures here: Akumajou Dracula X - Chi no Rondo. Since Kale's post has been from two and a half years ago, I thought I'd raise the issue again, in the hope that one of the devs could take a look at it.

Seeing that this is such a high profile game and now with the neat English translation and all, it would be really great if it could be fixed. (We really need a "fingers crossed" smiley smile )


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I've thought it was the video code, guess it isn't at this point and I was just lucky ... oh well, might check it out in the next days ...

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Great, hopefully you'll find something ...

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Too bad they replaced the dialogue with the DXC version. The SOTN "Die, Monster!" would've been more awesome smile

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Nice patch.


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Originally Posted By Kale
I've thought it was the video code, guess it isn't at this point and I was just lucky ... oh well, might check it out in the next days ...

I'll be very happy if this could be fixed...
I'm waiting for a long time to play this in MESS (and nick of Arbee remember me every day that unfortunatelly this issues are there yet frown )


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Originally Posted By R. Belmont
Too bad they replaced the dialogue with the DXC version. The SOTN "Die, Monster!" would've been more awesome smile


"Have at you!"

smile

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Originally Posted By Kale
I've thought it was the video code, guess it isn't at this point and I was just lucky ... oh well, might check it out in the next days ...

Hi Kale,

First of all thanks for all of your hard work and dedication to improving MAME and MESS, that's much appreciated.

With regards to the PCE emulation, did you have the time/energy to look into the Dracula X issue? Hopefully it's not one of those "core emulation bugs"... smirk



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I see some recent work in PCE emulation...
Was Rondo of Blood issues fixed already?


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not sure.

changes done today should have small or no impact to actual emulation (even if they will eventually allow for plugging/unplugging the cd add-on, which is now always attached to the unit)

however, recent improvements to the cd code by Arbee might have improved the situation, if the problem was in the cd code (did Kale ever find the time to investigate what the culprit was?)

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Rondo of Blood issues were in the video code; Kale was surprised that switching to the new more accurate VDP didn't actually fix it. No further action was taken. (As you can see about 5 posts before this in this very thread ;-)

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well, I had read last Kale's post, but he said "he *thought* it was the video"
so I was wondering if any further investigation had happened.

if it is confirmed to be video-related, then the issue is still there for sure
thanks for explaining

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Restored the PCE bugs wiki page at the request of Tafoid, but there was no content of that page archived, so it's probably a waste.
http://mess.org/sysinfo/pce/bugs
I do not plan to continue updating it. If no one sees a use for it, lemme know, I'll delete it.

(Off-topic) The same goes for the GBA bugs page.
http://mess.org/sysinfo/gba/bugs

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For PCE in general :

1°) In Final Match Tennis, when i switch 2 button joystick to 6 button joystick, it's like having DOWN stuck making the game unplayable. Perhaps the game doesn't support 6 button, but as it works under Magic Engine, i was wondering if it's a bug.

2°) CD emulation works but at first i have a black screen, then i have to reset (Slot Device>Reset) and then the CD-ROM system is launched.

3°) Why Double Dragon II CD is such a shitty game?

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Originally Posted By remax
For PCE in general :

1°) In Final Match Tennis, when i switch 2 button joystick to 6 button joystick, it's like having DOWN stuck making the game unplayable. Perhaps the game doesn't support 6 button, but as it works under Magic Engine, i was wondering if it's a bug.

Many games act like this (try R-Type Part 2, for example), it's a correct behaviour, Magic Engine is simply hacked (it's full of hacks, actually).

Originally Posted By remax
3°) Why Double Dragon II CD is such a shitty game?

It's a brilliant game comparing to Golden Axe there smile

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Originally Posted By remax
For PCE in general :

2°) CD emulation works but at first i have a black screen, then i have to reset (Slot Device>Reset) and then the CD-ROM system is launched.



Can't reproduce. What did you try to launch in the first place?

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let say : "mess64 pce -cdrm pcecd:hyprcat2:cdrom"

(it's the interresting part of the command launched by qmc2, but i tried this on command line and got the exact same result : black screen > reset > OK)

EDIT : Tried with last SVN, a fresh mess.ini and no pce.ini but same result.

Last edited by remax; 10/26/13 10:14 PM.
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Add the CD system cart to the end of that command line.

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Originally Posted By R. Belmont
Add the CD system cart to the end of that command line.


Ok, it works that way. There seems to be some kind of automount of the CD System on reset, it should be the same on first launch if nothing is specified.

I'm going to warn qmc2 to fix this

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I reported an issue related to the PCE driver back in June ( http://mametesters.org/view.php?id=5215 ) and the automount glitch was discovered then.

Micko is aware of the problem.

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Originally Posted By LordFlux
I reported an issue related to the PCE driver back in June ( http://mametesters.org/view.php?id=5215 ) and the automount glitch was discovered then.

Micko is aware of the problem.
Ok thanks :))

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Originally Posted By remax
let say : "mess64 pce -cdrm pcecd:hyprcat2:cdrom"

(it's the interresting part of the command launched by qmc2, but i tried this on command line and got the exact same result : black screen > reset > OK)

EDIT : Tried with last SVN, a fresh mess.ini and no pce.ini but same result.


I just figured out if you launch a game from QMC2 software list tab, at the black screen you can press TAB to access the internal UI then choose Slot Devices/Reset option.

You will see the CD-ROM Systems menu then you can press Run and your game loads.

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Originally Posted By B2K24

I just figured out if you launch a game from QMC2 software list tab, at the black screen you can press TAB to access the internal UI then choose Slot Devices/Reset option.

You will see the CD-ROM Systems menu then you can press Run and your game loads.


Yeah, that's what i said i was doing in my post wink

Last edited by remax; 11/24/13 08:12 PM.
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any chance, some of the developers could look into this bug? :

http://mametesters.org/view.php?id=5249

some time ago sound effects worked correctly on MESS, now only CD-DA is playing...


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I have broken it, and I have gone through the code several times, but I still haven't found where the culprit is. it might be something as stupid as a copy and paste mistake, or a typo, but I still haven't found it.

also, typically developers go periodically through bugs even without requests wink

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Just wanted to subscribe to this thread and be notified in case the black screen issue gets resolved. Keep up the good work guys.


The developers of MESS have my sincere gratitude. Thank you guys.
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as long as you add the "-cart cdsys" option, there is no issue in MESS: games just work

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3 years this thread not being updated, heh.

Fixed Snatcher booting bug:

[Linked Image]

[Linked Image]

Also apparently the hangs are mostly caused by the raster IRQ having slightly off timing, for sure I can confirm it's a common issue for Dragon Slayer, XSerd, Conan, Image Fight 2, Air Zonk ...

[Linked Image]

Could it be a CPU core bug?

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RCR IRQ typically happens near the end of HDW period, V-blank IRQ typically happens near the beginning of HDW period after VDW period ends. I never got around to testing the exact timing, and the specifics of what happens with non-typical register values are kind of complicated(from a high-level perspective, a least). There are some games with "four-screen" codes, that when entered cause the games to use very non-typical register values for the pixel clock mode being used.

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...which I apparently already said more or less a couple of years ago. I blame a certain someone for pestering me. ;p

Four-screen codes for testing/reference:
https://www.gamefaqs.com/tg16/588930-coryoon/cheats
https://www.gamefaqs.com/tg16/588944-digital-champ/cheats
https://www.gamefaqs.com/tg16/578558-shadow-land/cheats

Last edited by Mednafen; 09/24/17 04:28 AM.
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Ok, thanks for the tips wink
I'll try something in these days, pretty sure it's not triggering at the end of the HDW anyway.

As for four screen mode, it's goofy even on real HW:

[Linked Image]

This is how it looks in MAME, it also doesn't "speed-up" like it should (on real HW it's totally unplayable like this lol):

[Linked Image]

The whole CRTC stuff doesn't seem well tested anyway, I looked at some of the Chris Covell stuff and they are mostly misaligned or incorrect:

[Linked Image]

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I suspect that there may be a hidden internal counter in the VDC that upon expiration forces some sort of (early) horizontal line sequence restart regardless of input signals from the VCE(the signals from the VCE would still be used to reset/initialize the hidden counter), and that lines are long enough in the 10MHz pixel clock mode for it to be relevant. But it's just a hypothesis, haven't really tested it. Also IIRC, average CPU->VRAM write performance is disproportionately higher in the 10MHz pixel clock mode.

Last edited by Mednafen; 09/25/17 07:18 PM.
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maybe the 4 screen thing generates weird signals and only works with certain displays?

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Kale Offline OP
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Looks like it's still off one line or something:

[Linked Image]

[Linked Image]

Logic seems to be otherwise right, there is stuff that still doesn't work but might really be timing (or CRTC parameters not being right)

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Let's bring this thread back to life, crosspost for reference: https://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=122051#Post122051

Removed a spurious redbook start/end irq trigger in command, breaking attract mode functionality in Macross 2036 (MT#5995), J. League Tremendous Soccer '94, Iga Ninden Gaou

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

ETA: Popful Mail too
[Linked Image from mamedev.emulab.it]

Last edited by Kale; 03/08/23 10:36 PM.
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