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vbt - May 30, 2010

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 vbt May 30, 2010
A new driver is in progress There is not yet good results. I don't manage to get a correct bitmap rendering.

 Runik Jun 4, 2010

vbt said:
A new driver is in progress There is not yet good results. I don't manage to get a correct bitmap rendering.


Progress is good, even if the display is broken at first

Good work vbt !

 vbt Jun 4, 2010

Runik said:
Progress is good, even if the display is broken at first

Good work vbt !


It's getting a bit better

 vbt Jun 8, 2010
Hard-coded 1 sprite decoding

 vbt Sep 6, 2010


a little better

 FacundoARG Sep 6, 2010
, it's working. When I have more time for this, i will ask about how to reproduce a avi or cpk file.

 vbt Sep 9, 2010

FacundoARG said:
, it's working. When I have more time for this, i will ask about how to reproduce a avi or cpk file.


Sure, you can ask, I think Madroms has biggest knowledge about making vids for Saturn.

Another new pictures :




 vbt Jan 3, 2011













 vbt Jan 29, 2011

 cafe-alpha Jan 31, 2011

vbt said:


What's wrong with this image ? (sorry for the stupid question, but I don't this game)

If there is a problem, don't hesitate to send me a binary, so that I can try to debug the VDP2 stuff in a similar way as I did in last December

 vbt Jan 31, 2011

cafe-alpha said:
What's wrong with this image ? (sorry for the stupid question, but I don't this game)

If there is a problem, don't hesitate to send me a binary, so that I can try to debug the VDP2 stuff in a similar way as I did in last December


not much wrong inside this pic, in fact there is a sprite problem which hapenned on yabause and not on ssf. So, I finally decided to make a PAR release of System 1 (binary with rom inside) and here is the result on yabause :



on the left, CD version, there is a little problem with sprites

on the left, PAR version, the sprites look correct

There is something obvious here, the driver source code is the same, just the file loading is replaced. But the result is correct sprites and modified palettes. cafe-alpha, I'm sure you're the right guy to solve this mystery.

 cafe-alpha Feb 1, 2011

vbt said:
not much wrong inside this pic, in fact there is a sprite problem which hapenned on yabause and not on ssf. So, I finally decided to make a PAR release of System 1 (binary with rom inside) and here is the result on yabause :



on the left, CD version, there is a little problem with sprites

on the left, PAR version, the sprites look correct

There is something obvious here, the driver source code is the same, just the file loading is replaced. But the result is correct sprites and modified palettes. cafe-alpha, I'm sure you're the right guy to solve this mystery.


Can you send me both versions' binaries ?

Also, can you indicate me the way you use to load the data from CD ? (SBL, SGL, custom library, etc)

First, I will try on real hardware both versions, and see what happens ...


vbt said:
cafe-alpha, I'm sure you're the right guy to solve this mystery.


I will try do my best, but don't expect any guarantee I will actually solve this, nor any fast answer, etc ^^

 cafe-alpha Feb 1, 2011
I took a look at the data you sent me last Tuesday, and I could see that 7 registers values differ between the standalone and CDROM version.

Also, as VRAM contents seem to differ too, I need investigate a little further in order to see why display changes on CDROM version.

 cafe-alpha Feb 17, 2011

vbt said:
not much wrong inside this pic, in fact there is a sprite problem which hapenned on yabause and not on ssf. So, I finally decided to make a PAR release of System 1 (binary with rom inside) and here is the result on yabause :

http://freeebayimagehost.com/images/i62kdz4ptkfrq8...

on the left, CD version, there is a little problem with sprites

on the left, PAR version, the sprites look correct

There is something obvious here, the driver source code is the same, just the file loading is replaced. But the result is correct sprites and modified palettes. cafe-alpha, I'm sure you're the right guy to solve this mystery.



cafe-alpha said:
I took a look at the data you sent me last Tuesday, and I could see that 7 registers values differ between the standalone and CDROM version.

Also, as VRAM contents seem to differ too, I need investigate a little further in order to see why display changes on CDROM version.


Just before starting emaulation after selecting a ROM, can you set the registers above to the following values ? (a copy-paste in your source file should work fine)

Code:
  
(*(volatile unsigned short *)(0x25F80028)) = 0x0C02; // CHCTLA

(*(volatile unsigned short *)(0x25F80030)) = 0x3FFF; // PNCN0

(*(volatile unsigned short *)(0x25F80032)) = 0x3FFF; // PNCN1

(*(volatile unsigned short *)(0x25F80034)) = 0x3FFF; // PNCN2

(*(volatile unsigned short *)(0x25F80042)) = 0x1F1A; // MPCDN0

(*(volatile unsigned short *)(0x25F80046)) = 0x0115; // MPCDN1

(*(volatile unsigned short *)(0x25F8004A)) = 0x0115; // MPCDN2

I am not sure it will work, so please can you tell me if the display is better ?

 vbt Feb 26, 2011

cafe-alpha said:
Just before starting emaulation after selecting a ROM, can you set the registers above to the following values ? (a copy-paste in your source file should work fine)

Code:
  
(*(volatile unsigned short *)(0x25F80028)) = 0x0C02; // CHCTLA

(*(volatile unsigned short *)(0x25F80030)) = 0x3FFF; // PNCN0

(*(volatile unsigned short *)(0x25F80032)) = 0x3FFF; // PNCN1

(*(volatile unsigned short *)(0x25F80034)) = 0x3FFF; // PNCN2

(*(volatile unsigned short *)(0x25F80042)) = 0x1F1A; // MPCDN0

(*(volatile unsigned short *)(0x25F80046)) = 0x0115; // MPCDN1

(*(volatile unsigned short *)(0x25F8004A)) = 0x0115; // MPCDN2

I am not sure it will work, so please can you tell me if the display is better ?


sorry, i missed your post, i try it today

 cafe-alpha Feb 26, 2011

vbt said:
sorry, i missed your post, i try it today


OK, let me know, even if it doesn't work !

If it doesn't work, I will try another way to debug

 vbt Mar 31, 2011


Finally, colors look good, here are the changes :

  • background layer palettes 8x64 => 16x64 (with the help of SatCom)
  • foreground layer palettes 8x64 => 16x64
  • sprite palette 512 colors in CLUT (thanks to Antime)

so 2560 colors used !

 vbt Apr 2, 2011
speed improvements :

- improved color conversion (thanks to Martin) + use of a precalculated lookup table

- foreground layer is rendered using the slave CPU






 vbt Apr 3, 2011
one more :


 caius Apr 3, 2011

vbt said:
one more :



Very good and promising!How is the speed on a real Saturn?What is the level of emulation (sound, sprite priority, etc..)?

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