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Joined: Aug 2009
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Joined: Aug 2009
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Some days ago I've fixed a cdrom regression and hacked around a country code check in the Sports Fishing 2 BIOS (checks at 0x809c which is bogusly a 0x00 in the dump):

[Linked Image from mamedev.emulab.it]

After few MPEG command hookups this is what it displays (notice the UNDERLICENSE typo):

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

Not much else is displayed, game almost fully uses MPEG videos for its gfxs, and I have no idea about the inner workings of it.

Joined: Aug 2009
Posts: 1,283
Likes: 220
Very Senior Member
Very Senior Member
Joined: Aug 2009
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Fixed a silly bug with line/polyline not taking the right branch in VDP1.

This makes Die Hard Arcade to properly draw wireframe maps in between levels:

[Linked Image from mamedev.emulab.it]

Also probably fixes WipeOut wireframe mode too but I don't have that disc available at current time.

Joined: Mar 2008
Posts: 1,049
Very Senior Member
Very Senior Member
Joined: Mar 2008
Posts: 1,049
It seens that vf2u graphics regressed in the last MAME version

[Linked Image from i701.photobucket.com]


"A user interface is like a joke. If you have to explain it, it's not that good."
Joined: Aug 2009
Posts: 1,283
Likes: 220
Very Senior Member
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Joined: Aug 2009
Posts: 1,283
Likes: 220
May as well update this thread after just 4 years smile

Did regtesting with the full software list, and fixed a couple of low hanging fruits while at it:

* Fixed a CD Block crash in Sega Ages: Phantasy Star Collection after an attract mode cycle.
Also apparently the BGMs don't repeat anymore for some reason so you can now enjoy the overdriven Jp version drums as well:

[Linked Image from mamedev.emulab.it]

* Fixed the SMPC pixel clock change commands to actually unconditionally throw an NMI when is complete (regression?).
This fixes Big Ichigeki! Pachi-slot Daikouryaku and Capcom Generation Dai 1, 4, 5 booting:

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

Dai 4 is particularly annoying: VDP2 picks up the VDP1 framebuffer and rotates it out in Yoko Mode, and I have memory to have already debugged this issue?

[Linked Image from mamedev.emulab.it]

* Workaround the NetLink accesses so that Dragon's Dream don't just black screen. Attempting to actually access the game obviously won't work (it's a MMORPG after all), but has a fair amount of other issues that are definitely worth being accessible off the bat.
(including a DRC/comms bug, game boots in -nodrc only otherwise it throws a backup RAM error by going wild with the accesses)

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

* Fixed Korean region and added a placeholder BIOS for Samsung Saturn. Until somebody dumps one we can't have the luxury of games not booting at all for a trivial change:

[Linked Image from mamedev.emulab.it]

3 members like this: abelenki, kmg, R. Belmont
Joined: Aug 2009
Posts: 1,283
Likes: 220
Very Senior Member
Very Senior Member
Joined: Aug 2009
Posts: 1,283
Likes: 220
Roadmap TODO:
- Convert CD-Block HLE logging to 2021;

- Fix remaining CD-Block HLE code smells;

- Add a CD-Block LLE stub driver (in etc folder?), having it disabled means that nobody will ever look at it.
iirc the comms with the actual CD drive uses serial, which should be already addressed by upcoming Phil B. SH1 changes?

- Fix CD-Block ISO9660 parsing: it just reads the first sector worth of files and forgets the rest.
This isn't an issue in most games, but the few that does access ID scopes outside the range (Sengoku Blade and Chaos Seed) are quite high profile too.

- Understand what exactly Amagi Shien and Game no Tatsujin 2 expects from the CD Block in order to not stall.
My gut instinct tells me that "PAUSE" should eventually become a "STANDBY", but if I have to follow docs waiting for default 180 seconds looks too overkill.
It would make much more sense to be 5 seconds instead?

- Retrieve VDP1 timings from games that clearly are doing the wrong fetch at the wrong time (examples: Druid, Elevator Action Returns, both D&D, Galaxy Fight)

- Understand the correct logic for VDP1 CEF / framebuffer swaps (Blazing Tornado bare Versus screen, Cyberbots, Doom)

- Understand what Sega was thinking in Greatest Nine '97 / '98 and correlated spin-offs when accessing the SMPC handshake bit after slave on command:
(pictured gnine98s, others behaves the same on different places)
Code
060050DE: 6110 MOV.B   @R1,R1 ; $20100063
060050E0: 601C EXTU.B  R1,R0
060050E2: 8801 CMP/EQ  #$01,R0
060050E4: 89FE BT      $060050E4 ; delay slot? Just buggy and actually already cleared at this point?
060050E6: D103 MOV.L   @($000C,PC),R1 [060050F4]
060050E8: 2140 MOV.B   R4,@R1
060050EA: 6FE3 MOV     R14,R15
060050EC: 000B RTS
060050EE: 6EF6 MOV.L   @R15+,R14

Last edited by Kale; 09/17/21 05:19 PM.
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