.. is ever populated. Even the HotGen ones aren't perfectly stable. There's just enough different with the SoC to be annoying, but in many cases I feel like I'm working with incorrect data for the video.
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Vastauksena käyttäjille @MameHaze ja @TheMogMiner
Lazertag (the one using the Div opcodes) is an interesting one because it's clearly yet another developer (Tiger) with a different codebase again, so it's likely doing some other things differently too.
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Vastauksena käyttäjille @MameHaze ja @TheMogMiner
Really they need a good sit down with the code and some extensive studying, but people such as Tahg are far better at doing that than I am. I point to Gormiti because it's one of the simpler cases being just ROM based, rather than loading into RAM, thus ruling out problem sources
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Vastauksena käyttäjälle @MameHaze
Gormiti is interesting. It seems to be setting up the tmap0 tile graphics base to be 004188b7, and it also uses "RegSet" mode. Just wondering, could it be that it should be hitting the CS2 space (which contains that range) instead of going through space->read_word?
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Vastauksena käyttäjälle @TheMogMiner
it's possible, but IIRC the main problem is that the tables in main RAM used for the tilemaps are blank, same with Wireless Hunting, Triple Header Sports, and one of the Walking Dead games at least. There's some convoluted code to set up a bunch of stuff....
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Vastauksena käyttäjille @MameHaze ja @TheMogMiner
... that includes a pointer to where the actual tile definitions are, but after creating that table it does nothing with it, doesn't seem to set any pointers to it, and never copies data.
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Vastauksena käyttäjille @MameHaze ja @TheMogMiner
I left some notes about that function (in the case of Wireless Hunting) at the top of generalplus_gpl16250soc_video.cpp. Gormiti has basically the same type of thing going on tho. I did wonder if it was some 'static tilemap' mode where it doesn't need copying to RAM, but I'd ...
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Vastauksena käyttäjille @MameHaze ja @TheMogMiner
... still need some pointers to these structures in the video regs for that, and there aren't any.
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Vastauksena käyttäjälle @MameHaze
Could it be some kind of obscure DMA issue? Just shooting in the dark here.
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Vastauksena käyttäjälle @TheMogMiner
I was wondering if it was related to unemulated DMA interrupts for a while, but having looked at all the interrupt code there's nothing to handle such things in any of the dumped games. I was wondering if there was a secondary DMA as there's a lot of code writing to nearby regs
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That's what I was thinking, at least tangentially. Gormiti in particular is interesting in that it writes to different, unknown, registers *in between* writing the tile data addresses for page 0.
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