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Kale #81126 08/25/12 06:43 PM
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Some hacking around

[Linked Image from mamedev.emulab.it]

Doesn't yet recognize the cart due of the protection chip check, it either doesn't work for this or the PROMs provided aren't good enough.

Kale #81143 08/26/12 09:18 PM
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[Linked Image from mamedev.emulab.it]

Mr. Desert Eagle, .50

Kale #81181 08/28/12 01:02 PM
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[Linked Image from mamedev.emulab.it]

Added shadow ROM copy, giving a much nicer charset. The original ROM could actually be 2bpp, but ... we'll see

Kale #81188 08/28/12 08:48 PM
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Got the maths for horizontal / vertical size, used by the Nintendo Super System logo so far.

[Linked Image from mamedev.emulab.it]

Kale #81189 08/28/12 08:50 PM
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Regarding the overlay, maybe just have the OSD a frame behind and copy lines from its buffer in the SNES line update? Not optimal, but there's not going to be any fast action on the OSD screen smile

Kale #81190 08/28/12 09:15 PM
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A problem comes with the fact that the OSD video has a different resolution compared to the SNES one tho (288 x 216 vs. 512 x 225). That's obviously more a framework problem rather than a raw emulation one.

Kale #81191 08/28/12 09:26 PM
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that's even worse than the PCE / PC-FX layer situation because you don't have an easy resolution you can scale up to with a common integer divisor, although I don't think it's possible to have 2 different vertical resolutons? the display would never sync.

I guess non-integer scaling on the x won't matter as much here as it's not scrolling, but if you want to see what happens if you do that on scrolling games look at the horrible mess that is a lot of PCE games with the old video implementation where pixels get bigger/smaller and give a very visible wobble to everything.


Kale #81193 08/28/12 09:54 PM
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Oh, yuck. In that case, do what Aaron said with VIDEO_SELF_RENDER smile

Kale #81207 08/29/12 02:12 AM
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Super Famicom Box:

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

We don't have a proper charset this time around, screens are based off a "random" ASCII-based charset.

Kale #81635 09/16/12 06:40 PM
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Just playing 'Super Mario World' and on the first castle level I get this.

[Linked Image from i699.photobucket.com]

Don't know if you know about this display bug?

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