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Posted (edited)

These guys are seriously on a roll.

Dox made a suggestion, I implemented it, and now the tile DMA is fixed.

 

Basically the RLE byte should affect the last normal byte before it, NOT the byte after it. This simplifies the code, and produces much better results.

sfiii_new_bg_6.png

 

>>Source And more Screenies

Edited by GameCop
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Posted
Yeah, ElSemi has some pretty good sprites now

 

see

elsemi_sf3.png

 

I guess it will be on speksnk when they update.

 

the main problem we’re both having right now is finding the global sprite offsets. I *think* they might be tied to the layer scrolling, as the games have various sprites which make parts of the bg layers, yet their offsets never change when the screen scrolls. They seem to have a aingle additional value in the sprite entry which may mean ‘tie me to the scrolling of layer x’

Posted
even tho its too early, i wonder how are the speeds.

 

Yes thats right its too early, Just wait like the rest of us.

Posted

Good flocking god. I wish people would stop flocking asking about speeds.

I've read it probably a hundred times. Read mame.net, haze's blog, 1emu, romshare, any-flocking-where. IT IS NOT FINISHED YET, THERE IS NO WAY TO KNOW HOW FAST OF A MACHINE YOU WILL NEED.

Posted
I tool a little while to see why Warzard wasn’t booting. turned out it just wanted 0xffffffff returning from some unknown addresses, not 0×00000000.

 

sprites are disabled in the shots as I had to disable the sprite interrupts etc. while investigating things.

 

warzard_1.png

warzard_2.png

warzard_3.png

 

but at least it boots, so once everything else is working in MAME warzard should run too.

 

I’m not giving an ETA on when this is finished, I have a feeling ElSemi might have his emulator out before MAME as a lot more work is needed for it to be acceptable for MAME than in a closed source emulator.

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