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Joined: Mar 2008
Posts: 1,049
Very Senior Member
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Very Senior Member
Joined: Mar 2008
Posts: 1,049 |
Awesome, Kale! Is there a way to build a MAME with the improvements coming from your user directories (saturn_cdblock, etc.) for testing purposes? I can test more games and give you feedback of how the changes are affecting different games 
"A user interface is like a joke. If you have to explain it, it's not that good."
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Joined: Oct 2007
Posts: 300
Senior Member
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Senior Member
Joined: Oct 2007
Posts: 300 |
Samurai Spirits IV uses sprite mode 07 for drawing HP bars. Surprised that nobody ever reported this. Other than that it has other two VDP1 bugs: transparency instead of black and sprite list looks incomplete (for example: being hitted makes sprite to disappear). Well, I guess there are many bugs nobody ever reported, since for the driver with the "Not Working" status little video bugs are expectable. Like the problem in Exhumed, which runs fine, but all the shadows are replaced with smilies (some ingame debug feature triggered by incorrect emulation?): ![[Linked Image from i.imgur.com]](http://i.imgur.com/pLUjYOb.png)
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Joined: May 2004
Posts: 1,773 Likes: 34
Very Senior Member
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Very Senior Member
Joined: May 2004
Posts: 1,773 Likes: 34 |
Samurai Spirits IV uses sprite mode 07 for drawing HP bars. Surprised that nobody ever reported this. Other than that it has other two VDP1 bugs: transparency instead of black and sprite list looks incomplete (for example: being hitted makes sprite to disappear). Well, I guess there are many bugs nobody ever reported, since for the driver with the "Not Working" status little video bugs are expectable. Like the problem in Exhumed, which runs fine, but all the shadows are replaced with smilies (some ingame debug feature triggered by incorrect emulation?): ![[Linked Image from i.imgur.com]](http://i.imgur.com/pLUjYOb.png) I'd guess they're shadow sprites which end up ignoring the actual colour values and just shadowing pixels, the fact they appear as faces was probably just the developers having a bit of fun. If proper mixing was implemented it would probably look fine.
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Joined: Jan 2006
Posts: 3,694
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,694 |
while cleaning up a bit the input handling in the driver I thought I could add something nice... ![[Linked Image from mamedev.emulab.it]](http://mamedev.emulab.it/etabeta/fast/files/0004_202140705.png) ![[Linked Image from mamedev.emulab.it]](http://mamedev.emulab.it/etabeta/fast/files/0006_1145734670.png) technically you can even start with 10 players, but MAME does only support up to 8 sets of controls to be mapped... so that P9 and P10 inputs end up overlapping P1 and P2 ![[Linked Image from mamedev.emulab.it]](http://mamedev.emulab.it/etabeta/fast/files/0007_6614127.png) maybe we could extend the input set now that we have something requiring a 9th and 10th players 
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Joined: Oct 2006
Posts: 1,017 Likes: 21
Very Senior Member
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Very Senior Member
Joined: Oct 2006
Posts: 1,017 Likes: 21 |
Heck yeah, 10-player Bomberman 
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Joined: May 2004
Posts: 1,773 Likes: 34
Very Senior Member
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Very Senior Member
Joined: May 2004
Posts: 1,773 Likes: 34 |
not sure if your question was rhetorical, but yes, we should be able to support any number of players
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Joined: Jan 2006
Posts: 3,694
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,694 |
yeah it was rhetorical, but adding new players in the core require a clean compile, so that I needed quite some time before testing the new code anyway, here we are with 10 players contemporarily on board  ![[Linked Image from mamedev.emulab.it]](http://mamedev.emulab.it/etabeta/fast/files/0008_1836267262.png) ![[Linked Image from mamedev.emulab.it]](http://mamedev.emulab.it/etabeta/fast/files/0009_6972349621.png) if I'm not wrong, this is a first among open source emulators (I think only SSF supports 10 players through emulation)
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Joined: Mar 2008
Posts: 1,049
Very Senior Member
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Very Senior Member
Joined: Mar 2008
Posts: 1,049 |
Awesome 
"A user interface is like a joke. If you have to explain it, it's not that good."
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Joined: Jan 2006
Posts: 3,694
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,694 |
oh, well, no problem. we are late to the party anyway, given that most people willing to play with it was already using SSF  I still have to dig a bit more around the actual way SMPC reads multitap controllers though, because if it checks the controller presence it does not have enough registers to carry all the bits and it is not fully clear to me ATM if this just means that controllers are read through multiple 32-register accesses or what... maybe I will poke Kale about it too 
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