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Dwedit Moderator

Joined: 26 Feb 2004 Posts: 2212 Location: Chicago!
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Posted: Sat May 02, 2009 7:22 pm Post subject: |
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I just rewrote sprite zero hit (a hardware feature used by NES games to know when to split the screen), and now it actually checks for collision with the background.
After fixing a bunch of bugs, Battletoads works now. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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Granville Member

Joined: 12 Jul 2006 Posts: 190 Location: Nashville TN USA
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Posted: Sun May 03, 2009 4:03 am Post subject: |
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| Vague Rant wrote: | | I vote for Power Glove support. |
I love the Power Glove. It's sooooo bad.
Really though, I guess if Dwedit were to update the DS version NES DS, the touch screen could be used as a virtual Powerglove. Not sure there, but I guess it could be. Not sure how it could be done either. Oh well. Gun support would be interesting for that though. Now THAT would be pretty cool, being able to shoot things by touching! Worked a bit for Mario Paint after all. _________________ I may not eat meat, but I have no "beef" with those who do. |
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Covarr Member

Joined: 07 Jan 2006 Posts: 742
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Posted: Sun May 03, 2009 5:53 am Post subject: |
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All the Power Glove did was emulate keypresses in a particularly stupid fashion. In essence, a regular controller with waggle instead of buttons. Unlike the Zapper and the Power Pad, there's really nothing whatsoever that the Power Glove can do that a regular controller can't already do. In that sense, PocketNES already emulates the Power Glove.
Edit: Of course, you can't use a genuine Power Glove with PocketNES yet. I suppose wiring it into the link cable port would be possible, but it would require massive additional coding, hardware modification, and a complete lack of any sense of priorities. _________________ My Rig:
M3 + 256MB Kingston miniSD
CycloDS + 8GB Transcend microSDHC
EZ-Flash V 3-in-1
Final Fantasy VII (PC Version) is not dead! |
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Dwedit Moderator

Joined: 26 Feb 2004 Posts: 2212 Location: Chicago!
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Posted: Sun May 03, 2009 6:05 am Post subject: |
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Power glove also had an analog mode where it actually worked as a series of readable sensors. Only one game used it, and not that well. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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CKY-2K Member

Joined: 26 Nov 2004 Posts: 370 Location: Camp Kill Yourself
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Posted: Sun May 03, 2009 7:01 am Post subject: |
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So, yes or no, on the zapper/power pad idea? _________________ Flash Cards
ŻŻŻŻŻŻŻŻŻŻŻ
M3 Perfect slot-2 clear slim 2/ passcard 3
256Mb EFA-Linker |
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Dwedit Moderator

Joined: 26 Feb 2004 Posts: 2212 Location: Chicago!
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Posted: Wed May 06, 2009 11:12 pm Post subject: |
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Almost have MMC3 working, just need to fix some crashes
edit: Good to know it was an overlapping memory bug, not an error in the relevant code...
MMC3 works now. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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Dwedit Moderator

Joined: 26 Feb 2004 Posts: 2212 Location: Chicago!
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Posted: Sun May 10, 2009 1:16 pm Post subject: |
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Re-did the IRQs for a bunch of the Japanese mappers.
Also re-did Tengen Rambo, Klax works now, but it exceeds the maximum number of CHR swaps allowed in a single frame, so the graphics look like crap. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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lolololox Member
Joined: 28 Dec 2007 Posts: 12
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Posted: Sun May 10, 2009 6:43 pm Post subject: |
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Good Good news
Go Go Go Dwedit !!!! |
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kuwanger Member

Joined: 11 Mar 2004 Posts: 280
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Posted: Thu May 14, 2009 2:39 am Post subject: |
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I vote for the pogonsf player being integrated back into pocketnes. _________________ Kuwanger Projects Like stag beetles in tubes |
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Dwedit Moderator

Joined: 26 Feb 2004 Posts: 2212 Location: Chicago!
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Posted: Thu May 14, 2009 11:01 am Post subject: |
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If you want to test out what it currently looks like, you can Download a testing version.
Savestates are disabled.
This is not recommended for general use.
Missing
* IRQs for APU Frame counter, DMC, MMC5, some other mappers
* Some stuff for MMC3 missing
* sprite hit in PAL mode is timed like NTSC mode
Since there's so many internal changes, I'll just list a few changes you might be able to see:
* CPU now passes timing tests
* New speedhack engine, I'm so confident it's good that I'm removing the speed hack menu from the GUI
* Scrolling code changed yet again
* Real sprite 0 collision, check out the snake pit level in Battletoads for comparison
Mainly new is the new event system, and new code designed around it. You might see some scrolling timed differently for example.
Known problems:
* Savestates are disabled right now, they're not ready
* Earthbound is slow for some unknown reason
* Since the old JMP hack was taken out, Konami games are slower
* Konami VRC irqs are somewhat buggy, they're good and accurate for Castlevania 3, but screwed on Lagrange Point
* Some games need the DMC irq and don't work properly: Time Lord, Fire Hawk, Qix, Mig 29 soviet fighter, etc.
* Some games need the APU frame irq and don't work properly: Dragon Quest 1/2, Door Door _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats!
Last edited by Dwedit on Thu May 21, 2009 6:26 am; edited 2 times in total |
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tepples Big Bird

Joined: 11 Jul 2004 Posts: 3015 Location: NE Indiana, USA
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Posted: Fri May 15, 2009 12:26 am Post subject: |
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So I put it on my EZF 3-in-1 through my R4 and ran the same games I did last time. It turned out that all tested games ran at a solid 60 fps, so I turned off vsync and let them fly to see how much the automatic speed hack finder really helps things.
Balloon Fight
Lots of notes are missing in the triangle channel of the bonus stage/Balloon Trip theme.
Vsync off: 232 fps
Bubble Bath Babes
Sound effects seem to keep music interrupted longer than normal. Might this have something to do with the length counter?
Vsync off: 265 fps
Double Crossing: The Forbidden Four
Mario Bros.: Jump and stage clear sounds still screwed up. Vsync off: 63 fps
Ice Climber: Jumping is accurately screwy. Vsync off: 67 fps
Super Mario Bros.: Cool. Vsync off: 100 fps
The Legend of Zelda: Accurately GANNON-BANNED, but opening music is still clicky. Vsync off: 100-200 fps, highly variable
Dr. Mario
Little if anything has changed.
Vsync off: 130 fps
Joshua
No $4011 speech. I'm not even going to try Big Bird.
Vsync off: 120 fps
LJ65 (formerly Tetramino)
All the sound effects are better than last time, but that's mostly because the game's sound engine was completely rewritten. The game now has a music engine, and I can hear the writes to the volume register. When I turn off the music, the sound is a lot quieter when I first press sideways than when I hold sideways.
Vsync off: 240 fps when moving, 300 fps when not
Tetris
When a piece lands and the next piece comes out, there's a sort of "peck" in one of the channels of the music right at the end of ARE.
Vsync off: 180 fps
Tetris 2
Same sound artifact where pitch change happens a frame before volume change.
Vsync off: 66 fps
Tetris by Tengen
60 fps. Piece landing still sounds like gas. Line clear sounds "granular".
Vsync off: 77 fps
Wario's Woods
Still works.
Vsync off: 95 fps
Xevious
I suck; the emulation doesn't.
Vsync off: 125 fps
Yoshi
DPCM works. Bass line in "Mushroom" still sounds loud and out of tune.
Vsync off: 137 fps
I wonder if it'd be possible to do the sound in software on these games that are pulling 100 fps or more. _________________ -- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick. |
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Bibin Member

Joined: 18 Sep 2005 Posts: 456
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Posted: Sat May 16, 2009 4:53 am Post subject: |
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| Yes, perhaps software audio could be implemented, and disablable, as in PCEadvance. |
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Dwedit Moderator

Joined: 26 Feb 2004 Posts: 2212 Location: Chicago!
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Posted: Mon May 18, 2009 4:10 pm Post subject: |
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Got the konami speedhacks perfect now.
Konami Speedhacks used to be handled by the "JMP hack", which skipped any loop that contained a JMP and no branches. But the "JMP hack" is inaccurate crap that rapes many games, like Rad Racer. Now I simulate the Konami Random number generators, so they work exactly the same as if the speedhack was off.
Before, when testing, I hit a snag and couldn't figure out why the results weren't matching. It was a rom alignment issue, roms weren't 256 byte aligned. Now I need to make a new builder to enforce that...
Also got MMC5 IRQs back in, and Castlevania 3 US version works. Didn't playtest very far, the end boss may or may not be screwed up. Of course, vertical scrolling areas always draw the status bar too high to be readable. It's supposed to be this way, not an emulator glitch. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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Dwedit Moderator

Joined: 26 Feb 2004 Posts: 2212 Location: Chicago!
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Posted: Wed May 20, 2009 12:42 pm Post subject: |
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Fixed crash bug for MMC5 and fixed VRC IRQ bugs... _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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DKnight2066 Member

Joined: 15 Feb 2004 Posts: 103 Location: The Cleft Of Dimension
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Posted: Thu May 21, 2009 12:16 am Post subject: |
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| Dwedit wrote: |
Also got MMC5 IRQs back in, and Castlevania 3 US version works. Didn't playtest very far, the end boss may or may not be screwed up. |
Thats great news. I was playing Castlevania 3 US awhile back, and I was on the second to the last level of the game, the catacomb one with the platforms with water under them? I'd always hit an "invisible wall" in that room whenever I jumped, causing my character to fall "under the world", then drop from the ceiling, to infinity.
I'll throw CV3-US on my flashcard again and see if that bug is gone. I was so angry at the time, lol. Had to use the [J] version of the game just to see the end.
--DKnight2066 _________________ "There's no bright future for soldiers scurrying for their reward." - Zechs Merquise, Gundam Wing |
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