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#52474 - 10/08/09 11:23 AM Re: The SNES WIP topic [Re: etabeta78]
R. Belmont Offline

Senior Member

Registered: 17/03/01
Posts: 11789
Loc: USA
Given the improvements in both correctness and the readability of the code (having everything in the PPU struct helps a lot here) I'm not too concerned about performance.

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#52475 - 10/08/09 11:24 AM Re: The SNES WIP topic [Re: etabeta78]
Heretical_One Online   content
Senior Member

Registered: 01/12/05
Posts: 430
"different Y Character position", according to Wikipedia smile

Translation? Arbee nails it. OPT modes smile

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#52476 - 10/08/09 12:09 PM Re: The SNES WIP topic [Re: Heretical_One]
Kale Online   sleepy
Senior Member

Registered: 05/08/09
Posts: 147
Loc: Naples, Italy

r5395 /src/mame/ (machine/snes.c video/snes.c includes/snes.h): [SNES]: Fixed doubled y-axis sprites when in interlace mode






Another interlace bug is with Syvalion vertical scrolling masks when it shows the level intro text, it's like halved at 256 instead of 512...


Edited by Kale (10/08/09 12:14 PM)

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#52478 - 10/08/09 02:07 PM Re: The SNES WIP topic [Re: Kale]
Heretical_One Online   content
Senior Member

Registered: 01/12/05
Posts: 430
Good work, Kale!

Looks like the main issue with hi-res remaining is some half-width outputs. I'm guessing this is when the screen is partially 512 and partially 256.

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#52481 - 10/08/09 04:18 PM Re: The SNES WIP topic [Re: Heretical_One]
Kale Online   sleepy
Senior Member

Registered: 05/08/09
Posts: 147
Loc: Naples, Italy

r5398 /src/mame/video/snes.c: [SNES]: Improved window effects when in H-512 mode.


Super Moero Pro Yakyu


Doukyusei 2


(there was a vertical stripe of corruption in the middle and windows were cutted in half before)
Dunno about that remaining corruption tile in Super Moero Pro Yakyu, I bet 15 bucks that's another window bug...


Edited by Kale (10/08/09 04:38 PM)

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#52483 - 10/08/09 04:33 PM Re: The SNES WIP topic [Re: Kale]
etabeta78 Offline
Senior Member

Registered: 27/01/06
Posts: 1495
Loc: Trondheim, Norway
very good improvement! I'm temporarily taking a break from color math because is quite hard to follow on docs and I'm a bit busy with Real Life business

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#52485 - 10/08/09 04:38 PM Re: The SNES WIP topic [Re: etabeta78]
R. Belmont Offline

Senior Member

Registered: 17/03/01
Posts: 11789
Loc: USA
Very nice. I'm glad to see all these improvements smile

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#52486 - 10/08/09 04:50 PM Re: The SNES WIP topic [Re: R. Belmont]
Kale Online   sleepy
Senior Member

Registered: 05/08/09
Posts: 147
Loc: Naples, Italy
About the Act Raiser (u) / Go Go Ackman 2 / Ring ni Kakero / Secret of Mana / Syvalion (and still counting) sound bug...
Setting the main cpu clock at 80% (and the sound cpu at 160%) fixes both the hangs and the missing sounds...
Maybe I should start to consider the usage of cpu_eat_cycles when a ROM is read?

(forgot to say: Super Castlevania IV level 2 scrolling quirk and Lethal Weapon color bug are also caused by CPU timing stuff)


Edited by Kale (10/08/09 04:55 PM)

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#52487 - 10/08/09 04:56 PM Re: The SNES WIP topic [Re: Kale]
R. Belmont Offline

Senior Member

Registered: 17/03/01
Posts: 11789
Loc: USA
The correct fix is to have a separate S-CPU core that's clocked at SNES master (21.whatever) and have everything take the right amount of cycles from there. Anything else will just cause trouble later.

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#52488 - 10/08/09 05:42 PM Re: The SNES WIP topic [Re: Kale]
AWJ Online   content
Senior Member

Registered: 17/12/05
Posts: 229
Loc: Canada
Seiken Densetsu 3 is the poster child for partially-512, partially-256 screens. It's not immediately obvious in the English translated version because of the font used, but any region of the screen that has text on it is in hires, while the rest of the screen is, obviously, Mode 1.

I think Tokimeki Memorial might mix hires and "normal" resolution on the same screen too.

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