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Joined: Aug 2009
Posts: 1,265 Likes: 199
Very Senior Member
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Very Senior Member
Joined: Aug 2009
Posts: 1,265 Likes: 199 |
Some hacking around ![[Linked Image from mamedev.emulab.it]](http://mamedev.emulab.it/kale/fast/files/0005_1165943238.png) 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.
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Joined: Aug 2009
Posts: 1,265 Likes: 199
Very Senior Member
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Very Senior Member
Joined: Aug 2009
Posts: 1,265 Likes: 199 |
Mr. Desert Eagle, .50
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Joined: Aug 2009
Posts: 1,265 Likes: 199
Very Senior Member
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Very Senior Member
Joined: Aug 2009
Posts: 1,265 Likes: 199 |
Added shadow ROM copy, giving a much nicer charset. The original ROM could actually be 2bpp, but ... we'll see
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Joined: Aug 2009
Posts: 1,265 Likes: 199
Very Senior Member
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Very Senior Member
Joined: Aug 2009
Posts: 1,265 Likes: 199 |
Got the maths for horizontal / vertical size, used by the Nintendo Super System logo so far. ![[Linked Image from mamedev.emulab.it]](http://mamedev.emulab.it/kale/fast/files/nss_screen.png)
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Joined: Mar 2001
Posts: 17,239 Likes: 263
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,239 Likes: 263 |
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 
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Joined: Aug 2009
Posts: 1,265 Likes: 199
Very Senior Member
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Very Senior Member
Joined: Aug 2009
Posts: 1,265 Likes: 199 |
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.
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Joined: May 2004
Posts: 1,772 Likes: 34
Very Senior Member
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Very Senior Member
Joined: May 2004
Posts: 1,772 Likes: 34 |
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.
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Joined: Mar 2001
Posts: 17,239 Likes: 263
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,239 Likes: 263 |
Oh, yuck. In that case, do what Aaron said with VIDEO_SELF_RENDER 
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Joined: Aug 2009
Posts: 1,265 Likes: 199
Very Senior Member
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Very Senior Member
Joined: Aug 2009
Posts: 1,265 Likes: 199 |
Super Famicom Box: We don't have a proper charset this time around, screens are based off a "random" ASCII-based charset.
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Joined: Dec 2009
Posts: 351
Senior Member
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Senior Member
Joined: Dec 2009
Posts: 351 |
Just playing 'Super Mario World' and on the first castle level I get this. ![[Linked Image from i699.photobucket.com]](http://i699.photobucket.com/albums/vv352/ASH-II/snespic1-1.png) Don't know if you know about this display bug?
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