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System32 improvements #1587
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Also just pushed an update to fix the sprites in alien3. If we hooked up zooming, as far as I can tell, this would get it looking pretty good on the old video code. |
Nice work the system 32 video code is complex stuff, fancy taking a peek at SlipStream some time down the road.?? |
Yeah I'll look. Still need to refine alien3, thought I had it but it still has some issues at the end of the game. So now I need to reel in to the exact bit we need to mix like I did for jpark |
Well alien3 is a bust, the fix I had breaks later levels. reverted |
Slip stream is completely jacked in this core, does it play better in your Xbox core? |
As you may or may not recall i have two of these drivers the same ole one we have here plus i have a seperate segas32 driver If only we could port my Segas32 across to here it would solve all the problems Jpark included :) This is what stands in the way "ofcourse there might be some other hurdles" but this is the big one input tagging...... static WRITE16_HANDLER( analog_custom_io_w ) |
Im guessing each one of those cases are the individual inputs, so we'd have to set each one individually, not as neat but should be the same. Not sure what ports we use here but should just need matched up |
Yip combined inputs into a single define it's splitting them i was never sure about how to handle that even after looking
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Fixed the sprite decryption the color mixing is still wrong and no sound as yet |
Nice, I'll poke around with the colors |
I'm wondering if there's a magic value needing set for |
This seems to fix the bounce on the jeep 7782651 Need to test more games though for regression with this |
Picking up the color issues of #407 here now. |
Your on a roll im wanting to see what you fix next :) |
Seems like the color issues are all related. I notice black, such as the shadow of the slipstrm cars turn white, and the lighter characters in ga2 turn black. Reminds me of the black shadows you noted in darkedge. Wonder if we could log the palette ram from a newer mame and test it in this core, might help roll that out anyway. |
Yeah those are noticable on Air Rescue with the bg's being blacked out on some levels, i guess with our video code the I dont these games are 100% even with current MAME.?? certainly i know the bg's were totally blanked out with |
Last code changes in system32 video before the big rewrite might as well have these fixes for the Rad Mobile / Rally |
Maybe it needs something tweaked in the condition? Or a delay |
Idk it causes issues in other games too, might need to comment it out until we can figure out what's wrong. I get the feeling it was experimental work. |
Yeah might as well revert it then i'll do it tomorrow unless you beat me too it :) |
@arcadez2003 good news, I ended up copying the videoram and palette from what I think is a "ready state" and apply that to radr to fix the issues, this allows radr and radm to work without effecting other games as well :) looks good now. 👍 |
@arcadez2003 do you have any insight on the networking issue radr has when the game first starts up? You can skip it with a service button press but I believe we need a read/ write handler on a comm port or something to bypass it automatically? |
Im not sure TBH for F1 Superlap there was a dip switch option which if defaulted to off skipped the comms check |
There has to be something like that, since newer mame and fbneo skips this screen. Just haven't found how this works. Wonder what dink has in fbneo for this? |
Ok ported across the V60 changes dbzvrvs is still crashing so i think we can rule out it being the CPU, without rabbiting on To my mind an error is triggering with the video gfx hence the game crashes, it's likely as i said connected to the prot calls So defo in my opinion some sneaky prot code linked to the gfx the code workaround for that is not being called correctly |
Thanks for looking into it. Seems this one will remain broken for the time being. |
was fixed in mame 10ou1 officially mamedev/historic-mame@f7cd5a5#diff-d2bb749bb62e7c43bb5f5ea92df05ce8bffb48e0df4df0cad5aefcb20aabb35e |
Aye i know bigman that is the code i attempted to port across a rom swap and some prot changes basically |
@arcadez2003 was for @mahoneyt944 to compare he was asking about it. Considering youve aready done it all already was just for his comparisons. |
Aye you make a good point there ha ha ha |
I can't find the broken chain link here, fair to say this one beats me. |
the driver itself looks fine but cant compare the machine as i lost the zip file arcadez gave me with his xbox mame source. |
Little update, 63d624c Went ahead and separated rowscroll and zoom. Hopefully we can implement zoom in the near future. |
And another update. c76d6ea Fixed rowscroll and implemented new flipping. Seems to work with all the games I found that had issues. This fixes jpark continue countdown, game over, and the rain during the trex chase into the cave. Also big improvements for title fight backgrounds, which is now better than what current mame and fbneo has, so that's interesting 😃. Probably more too. |
I've been reading your WIP with some interest but....... TBH im not ashamed to say this is above my level i spent a couple weeks trying to fix the gfx offsets |
Seems like zooming this tilemap might be more difficult than I expected. I don't have a solution for this as of now. |
@grant2258 hi, I saw you took an interest in fixing up dbzvrvs, good work. I noticed for this game that we get a bad ram check in the service menu, I suspect we might need to fix our mem maps. Our maps have comments for "unknown dbzvrvs" read writes which look suspect. Any thoughts on this? |
Whoops, my apologies I must have mixed up this with darkedge. That's the one with the memory issue. |
Darkedge does have a failure but mame0259 also has this error, so its not something unique to this core in that sense. I only looked at the v60 interaction we needed to get the game working as arcadez already fixed it. It just needed proper reads and writes applied for the older version of mame. Its not a driver ive looked into much in all honesty. |
I didn't realize this was still an issue there too. Most of this driver is pretty good, obviously some priority issues to look into but most games play well enough. Tilemap zooming is a decent hurtle to get working though. Any solution I've seen is to blit the screen or we could possibly create a new tilemap_draw function to account for scaling the image. But either way likely not an easy road. |
@grant2258 hey I don't want to bother you if this isn't something you'd be interested in but I figured I'd get your input on this. I've been working on title fight and besides our minor priority issues, mame2003-plus has the best working version of this game where you can actually see the backgrounds over current mame and fbneo. I'd like to take this one step further and find the background or sprite used for the ring floor, it seems there maybe a bitmap or something used for the floor and I haven't been able to find it. This is a unique case where we actually have, IMHO, better emulation so if we could find this floor it would be the bees knees. Here's a video of real hardware |
I haven't looked at this driver at all changes are you know more than me about it, from what I can see many mame devs have become stuck with this particular system in the past. I haven't played any games in the system at all I really don't know how I missed them all. It might be wothr committing the changes to mame for the background and some other devs might pick up working from that progress. I didnt realise you dont extra work on this driver well done for that one. Things are pretty hectic at the moment with work at this time of year. I might be able to look at some point but dont know if I can do anything useful to begin with. |
@KMFDManic This bug you noted in your video of jpark (When in the raptor cave) also seems to be fixed now...at least for player 2. This effect is suppose to be a flashlight in the dark of sorts. I think it would be fixed for player 1 as well but there's likely a priority issue concealing the effect for player 1 still. Never the less progress 😄 |
@mahoneyt944 very nice. Will update and test accordingly:) I had a blast playing the Jurassic Park games in the arcade several years back, complete with mockup jeep and vibration. |
Thanks, all, for doing all of this. It has been an interesting read looking through all of the progress. I have a couple of observations and wanted to point them out in hopes that maybe they help somehow: In current MAME, the gray void that fills most of the background in Title Fight appears to actually be the ring floor's color. Are the recently fixed crowd graphics perhaps just extending too far and covering up a ring floor that is already there? Also in current MAME, both players have the flashlight effect in Jurassic Park. P1's flashlight is just the wrong shape. It's a rectangle that extends to each side of the screen horizontally regardless of position (maybe an error somewhere causing an unintentionally huge result for the horizontal component?). |
I think the ring might be using the indirect palette but that's only a guess, lots of our indirect palette shows as black, if not it could just be a priority issue in the drawing, though it's possible we are just missing a layer.
Yes current mame has this effect messed up too. There should be a flashlight for each player which tracks with the crosshairs. Not sure why we are missing this for player 1 but player 2 does work as intended for us. Hopefully we can figure out where the player1 flashlight is eventually. Lol. |
Thanks. I played through Title Fight a bit, and this definitely looks better than what current MAME offers. Well done! There is a priority issue during attract mode. You'll see a screen with fighter stats (record, height, weight, etc.). The character model is standing in front of his name when it should be the other way around. The name should be fully visible. |
So now that show gfx works, you can see for player 1 the highlight in the cave isn't showing, but it is for player 2. I'll have to investigate further. |
@mahoneyt944 system 32 is always beautiful to see fix ups to. I also have a tentative showcase of the shifter addition to post within next couple days. I decided I wanted to get JAVA games up and running on the Mini Classics, and succeeded on that front. So, back to MAME 2003 again:) Where it really counts most! |
I've been messing with our old video code the last few days, and managed to fix the flickery jeep in jpark. This makes playing the game a little more enjoyable. However I noticed when the jeep is hit or bounces, it shudders down the screen instead of up like it should. I believe it's even wrapping to the top of the screen, which is why we see the tailgate graphics flash at the top. Seems to me that we need to change the direction this is moving and it might fix most of the remaining issues in jpark, but I'm not sure where the "shake" of the screen is in the video code? It must be shifting the graphics a certain amount somewhere for this effect.
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