Neville 0 Posted February 11 Share Posted February 11 (edited) Found another bug in latest RAINE (v0.91.12). Loading Pang (World) crashes the emulator. Also with Pang 3 and Super Pang. Edited February 11 by Neville Quote Link to post Share on other sites
Tux 114 Posted February 12 Share Posted February 12 (edited) Thanks for this one, it's specific to the 64 bits build, I was expecting something like that but since I work mainly in the 32 bits build I never found it. All the kabuki games are affected, it's simply because the offset to the decoded area becomes a 64 bits offset for the 64 bits build. I'll release a new binary later today, this bug is here since the 64 bits builds started to appear. Kabuki games include block, pkladies, pang, spang (for the mitchell driver wof, dino, slammast, punisher for the cps1 driver. and pengo, which is probably the 1st game to ever use this. Pang3 is not affected as far as I know (works perfectly here). Edited February 12 by Tux Quote Link to post Share on other sites
Neville 0 Posted February 12 Author Share Posted February 12 (edited) Yes, you're right. "Pang 3" does work. EDIT: Saw the new binary. "Chase HQ"'s issues seem fixed, and so are the loading of "Pang" and "Super Pang". Both "Pangs" work a little sluggish, though. Edited February 12 by Neville Quote Link to post Share on other sites
Tux 114 Posted February 12 Share Posted February 12 It's a z80 alone for both these games, it's not really powerful, they seem ok to me, at least they always were like that... Compare eventually with the 32 bits version. Pang3 uses a 68000, it's cps1 hardware. Quote Link to post Share on other sites
Neville 0 Posted February 12 Author Share Posted February 12 I just tried them in MAME, they run faster than here. Maybe it's only something related to the x64 builds again? Quote Link to post Share on other sites
Tux 114 Posted February 12 Share Posted February 12 Ok, confirmed, it's specific to the 64 bits version again... ditch the 64 bits version ? Well I won't look into this just now, maybe later... Quote Link to post Share on other sites
Neville 0 Posted February 12 Author Share Posted February 12 I'll switch to the 32 bits version meanwhile. Quote Link to post Share on other sites
Tux 114 Posted February 12 Share Posted February 12 Ok fixed, what annoyed me here is that it was a general incompatibility in the way irqs were handled between mz80 and the mame z80 core we use in the 64 bits version. So I just added some code to make the mame core compatible, our way to handle interrupts is actually easier, you don't have to know how long the irq line must stay active, an irq just becomes pending and is executed as soon as it can be executed. It was inspired by z80 books so it doesn't come from nowhere, and it simplifies things, even if I am sure there are very good reason about accuracy to do this differently. Anyway it's good now, speed fixed without touching the driver itself. Quote Link to post Share on other sites
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