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Messages - sluffy

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Speed Racer (USA, 0000 pid, clean rom) --- broken menu racers

Battle Pinball (Japan, 0000 pid, clean rom) --- underwater table crash

NMI within NMI = very bad.

I think it depends on whether it's cpu bottleneck (streaming music sheet like Lost Vikings II) or purely apu side. They tend to be rather difficult to optimize and a lot of work can get you just a few vlines (= nothing in my experience with several games). PAL ==> NTSC timing problems can be monstrously hard on cpu alone (those extra vblank lines are definitely helpful).

But I do know that Canoe is running cycles like 9x 1.51 engine == between slow and slower. You feel slowdowns more often in that emu. I'll keep it in mind if I find some easy trick. Lost Vikings II was pretty sloppy at times, and surprisingly efficient elsewhere. Squaresoft .. never looked that deeply before. But they're like Quintet -- structured everything.

Or! You could cheat and add basic sa-1 coprocessor to do stupid things like oam filling. But I forget if SA-1 is all LoROM only. That'd be hellishly easier than breaking down the rom. Since it's Canoe and not copiers. Of course, I thought about that much later after LV2,Cacoma was sped up decently. Would've saved waterfalls of tears.

Right. Back to next game.

Most experience I've had is cheat hacking. Same for other systems. Emus, dosbox, adventure games I'm more familiar with. Snes allows rom "expansion" or jumping around so it's easier to play with. Can't do this so easily with say PSX. NES,GB/C so-so. Cheat Engine trainers yeah.

And some games have slow-down. Which bothered me enough to try LV2 for experiment. Plus it's harder to fix emu than actual game sometimes.

Thanks for saves. Working on #3 first. And they add more complexity - updated dynamic scrolling crud. Un-fun.

Ark: If C7 didn't crash, 0000 pid would still draw black. Just like Little Magic. Have to fix draw engine to use small 8-bpp tiles.

Mystic Ark (0000 pid, Japan, clean rom) --- fix cutscenes 1,2,3

Jurassic Park (10A2 pid, rev1, USA, clean rom) --- combine both testers
===> Just check if sprites are corrupt

Might be Front Mission like problem with test2 failing.

With 0000 pid, Mystic Ark patch fixes C7 and 1st cutscene background. When I get other 2 saves, have to patch those bg1+2 cutscene tilemap data into rom. Those 2 scenes will look wrong in all emus atm. It'll be very obvious.

tl;dr -- cutscene 1 fixed. Waiting on #2,3 save files to fix those. Then done.

Thanks all for testing.

Great Battle 4 (Japan, 0000 pid, clean rom) --- gui flicker (wait h-blank)

Great Battle 3 (Japan, 0000 pid, clean rom) --- gui flicker (wait h-blank)
===> This one can't see so taking guess from #4

Has all Mystic Ark fixes. Have to tweak each cutscene - it'll look mini sized

Tin Star (USA, 0000 pid, clean rom) -- cutscenes

JP1 test1 = please dump sram after game boots. Compare 10A2 vs 10A4. If first two bytes is not 0000, upload file.

Not understanding why test2(a) won't boot. test1 = 3MB LoROM also.

Try this for mystic ark slowdown  (0000 pid, japan, yada)

Mystic Ark (Japan, 0000 pid, whatever rom) --- cutscene 1, waking giant

Short answer: hook game carefully and send my own tilemap. Lucky vram fits just enough to add 2 more tilemaps.

JP Rev1:
test1 = dump sram to see if pid 10A2/10A4 changed anything
test2 = 3MB LoROM with pid 10A2/10A4 to test graphics fix

test2a = 4MB LoROM with pid 10A2/10A4 to test graphics fix (modify header)

There's no room to refit graphics into 2MB so must expand.

Thanks as always. I'd say keep aio debug1, since closest to original. Something about cleaning echo buffer is crashing Canoe audio. Don't see what trips on; maybe sometime later since could be useful for remaining C8 games.

Jurassic Park. Could be ... huh. Maybe not hikachi detecting rom correctly? It's 3MB LoROM so unusual sized. #2 should've clean booted.

Top Racer (Japan, 0000 pid, clean rom) -- flickering horizon

Lost Vikings 2 (USA, 0000 pid, clean rom) --- aio debuggers (runs, c8, black)

ROM Hacking Discussion / Re: Wolfenstein3D - SNES Uncut hack
« on: March 20, 2018, 08:53:28 am »
a6054 = hud sprites, plus weapons
4-bpp planar composite, 1-dimensional

Jumping back on Canoe so won't spend much on this.

ROM Hacking Discussion / Re: Wolfenstein3D - SNES Uncut hack
« on: March 19, 2018, 11:37:49 pm »
All I can think atm is that they're packed funny. Meaning per row or columns. Data interleaved with 8-bpp graphics. Probably need a tool to get at them correctly.

Top Racer 2 (Japan, 0000 pid, clean rom) -- 2P line
===> Does vanilla 1P have music?

Top Gear 2 (USA, 0000 pid, clean rom) -- 2P line

Force wait until striped line. Then turn on screen. Picky game.

Jurassic Park (rev1, USA, 10A2/10A4 pid, clean rom) -- sprite test

Run around with Grant and see if junk pixels go away.

Vikings II fastrom alone gives C8 also?

Working on TG2/TR2 again. Must be Canoe and it's long hblank times.

Jurassic Park = dump sram for 10A2, 10A4.

Vegas = 1st USA track on Amateur. Daytime desert. Start new game. Pause and it was flashing me. But night tracks are much easier to see, and glitched more too. Had some weird green large ones with the big NYC hills (USA #3).

Jurassic Park (USA) (rev1) (10A2 or 10A4 pid, clean rom)

This will create sram file which compares 93:8000-96:FFFF. Grant sprites. When game boots, you can stop. Ideally try both pids but not expecting change.

Top Gear - glitch1. This was bad idea on devs part -- change ppu *before* hdma runs on horizon line. Race condition. Because hdma eats up entire hblank, had to irq 1 line early and check 213d scanline counter for when horizon hits.

Pausing game helps to see this flicker line. Even in Las Vegas it happens on 1.51.

Glitch3 sounds like either Lemmings--Beholder or Nosferatu--Uniracers. Think they're two different types of bugs (1st = ??? timing, 2nd = ???).

That's kinda weird because didn't have problems on emus. Played whole game many times over with all 3. But rebuilt in case. They're all independent patches and shouldn't conflict with each other.

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