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Joined: Aug 2009
Posts: 1,250 Likes: 171
Very Senior Member
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OP
Very Senior Member
Joined: Aug 2009
Posts: 1,250 Likes: 171 |
Well, Dezaemon broke at some point, I'm sure I've even reported the sprite bug on the dead MESS wiki.
And yes, might take a shot about it (I think it's another bug a la Robocop 3, if not a CPU core bug)
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
the sram is now fixed (after dinner on svn too)
the gfx was glitchy even around MESS svn 57** revisions, so it broke long time ago apparently (if it ever displayed correctly)
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
some more snaps of working BS-X only games Summing up, BSX status is: * base unit : glitchy, flash access basically not implemented * base unit + memory pack : mostly not working, as a result of incomplete emulation * BS-X compatible games (ASCII Tskuru games etc.) : almost working, * BS-X compatible games + memory pack : not implemented yet about the rest of the code: - LoROM and HiROM work pretty much as well as current code (just a few glitches I still have to track down) - NEC DSP games mostly work like in current snesdsp (except for DSP3/DSP4 which suffer of some glitches, maybe related to the above ones) - Seta ST-010/ST-011, SuperFX, S-DD1, SPC7110 & Sufami Turbo all work to the same extent of current drivers - CX4 requires CPU properly implemented to remove the current hacky implementation - other unsupported add-ons are still unsupported Once the current code is cleaned up a bit, I will commit the progresses for larger testing...
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Joined: Jul 2007
Posts: 4,625
Very Senior Member
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Very Senior Member
Joined: Jul 2007
Posts: 4,625 |
* BS-X compatible games + memory pack : not implemented yet Are these slotted BS-X games like SD Gundam G Next (J) + the data pack�s? How about to support ST-018 and MSU-1?
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
* BS-X compatible games + memory pack : not implemented yet Are these slotted BS-X games like SD Gundam G Next (J) + the data pack�s? that one, plus Same Game with the alt character data pack, plus the ASCII games supporting data pack as extension (these games just cannot read yet data from the data pack). none of these are supported right now in my wip code, nor will probably be supported when I commit the code, but the new code builds the fundaments for later improvements which were not possible before How about to support ST-018 and MSU-1? - other unsupported add-ons are still unsupported all add-ons will be supported eventually (including SA-1 and SuperGB), just not yet... the main obstacle is my limited time in this period (+ my limited experience with writing CPU cores), anyway there is always hope that some other dev jumps in to help once the new code is in and MESS stops needing a new clone systems for every additional CPU
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Joined: Jul 2007
Posts: 4,625
Very Senior Member
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Very Senior Member
Joined: Jul 2007
Posts: 4,625 |
Ah ok. SGB/SGB2 support will be great.
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Joined: Jul 2012
Posts: 209
Senior Member
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Senior Member
Joined: Jul 2012
Posts: 209 |
I think it's not a secret that I'm slowly slot-ifying the cart code for snes
as a byproduct, I have a preliminary implementation of something that never worked in MESS before That's looking promising. Also great to see further progress made on the the SNES driver Once the current code is cleaned up a bit, I will commit the progresses for larger testing... Would that mean that after the commit the SNES driver might also be affected by the "writeconfig" issue, as reported for the Genesis driver, or are those not related?
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
the writeconfig thing affects all the drivers using slots, so possibly also c64, ibm pcs, iq151 and another dozen of system... hence, yes, even snes would have the same problem. but you are lucky and the bug is going to be fixed by judge very soon concerning snes, the new implementation will be added initially as a separate driver (snesnew/snesnewp) until new gfx glitches are sorted out...
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