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Joined: Oct 2007
Posts: 300
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Senior Member
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Yes, on byuu's board it is said 1A and 1 are the same, but why does higan use 1b rom for 1a games (actually, game) instead of 1, then?
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Joined: Mar 2001
Posts: 17,234 Likes: 260
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1B is a bugfix of 1A, and byuu apparently cares less about correctness then he used to. Or it's a typo in higan. Take your pick.
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Joined: Oct 2007
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Joined: Jan 2006
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and who has ever trusted wikipedia? we have in the softlist acenerae as a DSP1A game, but I doubt ReadOnly marked it based on that page...
anyway, since he might have made a mistake, do you know which DSP was there? 1? 1A? 1B? I think Ace o Nerae has still to be opened up to check which variant was inside, so maybe byuu has decided for the 1B for the time being (Super 3D Baseball, Lock On, Super Air Diver and Suzuka 8 Hours have been verified using the 1A on the other hand and I think higan uses the correct variant like we do for these)
Last edited by etabeta78; 03/10/13 07:25 AM.
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Joined: Mar 2006
Posts: 1,079 Likes: 6
Very Senior Member
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DSP1 was first DSP1a is a die-shrink of dsp1, same exact code as dsp1 DSP1b has bugfixed code (but still has plenty of bugs)
LN
"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"
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Joined: Oct 2007
Posts: 300
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Asked him, he said it was a guess So it really needs to be opened.
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Joined: Apr 2006
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I didn't know there are different version of those.
W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB
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Joined: Jan 2006
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Very Senior Member
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Very Senior Member
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One of the things I was not happy with, in the slot code used by snesnew, was that some games which should have been partially working with the new code, were instead completely messed up. For instance, trying to start a game in bsxsore after inserting your name resulted in complete garbage despite most basic accesses being emulated as per available knowledge (kudos to byuu for his invaluable research), and my implementation being a bit rough but pretty much correct even after several reviews... Long story short, it turned out that the problem was not in the new code, but in a missing mirror in cpu regs (impossible to detect in snes/snespal drivers due to the way old memory handlers were already mirroring each other) Adding the missing mirror helped to fix most of the problems in snesnew (missing gfx effects, missing gfx layers), and finally allowed bsxsore to show the expected city This definitely gives better foundations to future attempts in emulating the bsx memory packs! I still need to sort out a few issues in snesnew before starting merging slots in the old code, but it's a nice improvement nevertheless
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Joined: Jan 2006
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Very Senior Member
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Joined: Jan 2006
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Relate issues with snesnew in tests is useful in this time of development? ok. now snesnew is officially supported and tests are welcome, as long as you don't report broken bsx memory pack emulation (which is known to be defective, as soon as a memory pack has to be loaded to the flash memory). OTOH, I'd be very interested to know if there is anything which works in snes and does not in snesnew, or any regression compared to 0.148 (or 0.148u1). Games broken both in snes and snesnew are slightly less important to report because our driver is still quite behind higan (e.g. most Human titles which do not like current cycle steal code in the CPU, or pilotwings, or tg3k glitches), but given that we have lost the wiki page containing the snes bug list feel free to report these as well
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