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The "high RAM" at 06xxxxxx has no waitstate penalty - the SH-2 can burst-fetch it at full speed (which is why program code is always stored there). The "low RAM" at 2xxxxxxx does have 1 or 2 waitstates, I forget how many now. Video and sound RAM and register accesses have varying amounts of wait states as well.

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of course being SH2 you have the whole cache thing confusing it even more, so if you don't actually hit the ram there is no penalty etc. Implementing universal wait states might just make it too slow.

then of course the dual CPUs. Are any of these tests being done with it set to *perfect* interleave? I have a feeling you're going to find a lot of Saturn games which are fussier than anything on ST-V.

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Dark Seed (works)




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Kale Offline OP
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Originally Posted By Kaylee
Gal Jan (Jap)


No clue what It means


Doesn't get proper data from the disc file system.

Final Fight Revenge



Ok, any clue about how the cart RAM works?

Last edited by Kale; 05/29/11 06:43 PM.
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Originally Posted By Kale
Ok, any clue about how the cart RAM works?


cs0.c in Yabause 0.9.10, but pretty much you just map RAM at the right places in the cartridge area and it works apparently smile

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Kale Offline OP
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Ok, I've got the corrispective Sega document, it's very easy (and indeed I've got that by just looking at the code). smile







No BGMs, they are probably red-book tracks.

This one crashes once that you get to the first mid-boss --"




Last edited by Kale; 05/29/11 07:27 PM.
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Virtua Fighter 2, which Sega claims to be the most advanced and highest-performance use of the dual CPUs on the Saturn:





Plays fine, except redbook BGM is silent (not shocking).

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Sonic R (japan):



Doesn't recognize any input

Last edited by JonasP; 05/29/11 08:18 PM.
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Shanghai - the great wall (japan)



Fully playable

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Saturn Bomberman Fight!! (J)

Gets as far as this screen then fades to black:



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