Commit Graph

5 Commits

Author SHA1 Message Date
Tim Allen 25eaaa82f4 Update to v097r31 release.
byuu says:

Changelog:
- WS: fixed sprite window clipping (again)
- WS: don't set IRQ status bits of IRQ enable bits are clear
- SFC: signed/unsigned -> int/uint for DSP core
- SFC: removed eBoot
- SFC: added 21fx (not the same as the old precursor to MSU1; just
  reusing the name)

Note: XI Little doesn't seem to be fixed after all ... but the other
three are. So I guess we're at 13 bugs :( And holy shit that music when
you choose a menu option is one of the worst sounds I've ever heard in
my life >_<
2016-03-29 20:15:01 +11:00
Tim Allen 2d83300235 Update to v097r30 release.
byuu says:

Changelog:
- fixed sprite window attribute bit (Final Fantasy, Tekken Card
  Challenge, etc)
- rewrote renderer to support 2bpp color mode (Dark Eyes, Dokodemo
  Hamster, Flash Koibito-kun, etc)
2016-03-29 19:44:03 +11:00
Tim Allen 3d3ac8c1db Update to v097r22 release.
byuu says:

Changelog:
- WS: fixed lods, scas instructions
- WS: implemented missing GRP4 instructions
- WS: fixed transparency for screen one
- WSC: added color-mode PPU rendering
- WS+WSC: added packed pixel mode support
- WS+WSC: added dummy sound register reads/writes
- SFC: added threading to SuperDisc (it's hanging for right now; need to
  clear IRQ on $21e2 writes)

SuperDisc Timer and Sound Check were failing before due to not turning
off IRQs on $21e4 clear, so I'm happy that's fixed now.

Riviera starts now, and displays the first intro screen before crashing.
Huge, huge amounts of corrupted graphics, though. This game's really
making me work for it :(

No color games seem fully playable yet, but a lot of monochrome and
color games are now at least showing more intro screen graphics before
dying.

This build defaults to horizontal orientation, but I left the inputs
bound to vertical orientation. Whoops. I still need to implement
a screen flip key binding.
2016-03-13 11:22:14 +11:00
Tim Allen b0d2f5033e Update to v097r21 release.
byuu says:

Changelog:
- icarus: WS/C detects RAM type/size heuristically now
- icarus: WS/C uses ram type=$type instead of $type
- WS: use back color instead of white for backdrop
- WS: fixed sprite count limit; removes all the garbled sprites from
  GunPey
- WS: hopefully fixed sprite priority with screen 2
- WS: implemented keypad polling; GunPey is now fully playable
- SNES: added Super Disc expansion port device (doesn't do anything,
  just for testing)

Note: WS is hard-coded to vertical orientation right now. But there's
basic code in there for all the horizontal stuff.
2016-03-13 11:22:14 +11:00
Tim Allen 570eb9c5f5 Update to v097r20 release.
byuu says:

Changelog:
- WS: fixed a major CPU bug where I was using the wrong bits for
  ModR/M's memory mode
- WS: added grayscale PPU emulation (exceptionally buggy)

GunPey now runs, as long as you add:

    eeprom name=save.ram size=0x800

to the manifest after importing with icarus.

Right now, you can't control the game due to missing keypad polling.
There's also a lot of glitchiness with the sprites. Seems like they're
not getting properly cleared sometimes or something.

Also, the PPU emulation is totally unrealistic bullshit. I decode and
evaluate every single tile and sprite on every single pixel of output.
No way in hell the hardware could ever come close to that. The speed's
around 500fps without the insane sprite evaluations, and around 90fps
with it. Obviously, I'll fix this in time.

Nothing else seems to run that I've tried. Not even far enough to
display any output whatsoever. Tried Langrisser Millenium, Rockman
& Forte and Riviera. I really need to update icarus to try and encode
eeprom/sram sizes, because that's going to break a lot of stuff if it's
missing.
2016-03-13 11:22:14 +11:00