CPS3 WIP
June 10th, 2007Keys to the World
Andreas figured out the keys for the other games, giving us a bit more to work with. Of course, everything is stuck with error messages at the moment as I haven’t made much more progress with the CD-Controller emulation yet. I found that the amd / wd33c93 is supported in MESS (wd33c93.c), I don’t know how well it works tho, it’s only used by the Indy driver.. I guess I’m going to have to find out.
Warzard - Complains about the CD-ROM?
[img]http://haze.mameworld.info/newspics/warzard.png[/img]
Street Fighter III: New Generation - The Same?
[img]http://haze.mameworld.info/newspics/sfiii.png[/img]
Street Fighter III 2nd Impact: Giant Attack - Likewise
[img]http://haze.mameworld.info/newspics/sfiii2.png[/img]
Street Fighter III 3rd Strike: Fight for the Future - Same Message as the original JoJo
[img]http://haze.mameworld.info/newspics/sfiii3.png[/img]
JoJo’s Bizarre Adventure - Same Message as the original JoJo
[img]http://haze.mameworld.info/newspics/jojoba.png[/img]
[url]http://haze.mameworld.info/2007/06/10/keys-to-the-world/[/url] June 16th, 2007
CPS3 Colours
The Palette DMA is now emulated, so the text layer is looking a lot nicer now.
Note, Warzard / Red Earth still does not boot in MAME, I have no idea why, don’t worry tho, the decryption of it is fine, it’s just not booting for me.
Note 2, ignore the regions, most dumped sets are actually Japan.
Note 3, the strange outlines around the tiles are because they’re being drawn as solid, not transparent.. (mainly due to the fact that there is nothing behind them right now)
[img]http://haze.mameworld.info/newspics/jojo_colours_1.png[/img]
[img]http://haze.mameworld.info/newspics/jojo_colours_2.png[/img]
[img]http://haze.mameworld.info/newspics/jojo_colours_3.png[/img]
[img]http://haze.mameworld.info/newspics/jojo_colours_4.png[/img]
[url]http://haze.mameworld.info/[/url] June 18th, 2007
Tile Compression Part 2
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.
[img]http://haze.mameworld.info/newspics/sfiii_new_bg_1.png[/img]
[img]http://haze.mameworld.info/newspics/sfiii_new_bg_2.png[/img]
[img]http://haze.mameworld.info/newspics/sfiii_new_bg_3.png[/img]
[img]http://haze.mameworld.info/newspics/sfiii_new_bg_4.png[/img]
[img]http://haze.mameworld.info/newspics/sfiii_new_bg_5.png[/img]
[img]http://haze.mameworld.info/newspics/sfiii_new_bg_6.png[/img]
[img]http://haze.mameworld.info/newspics/sfiii2_new_bg_1.png[/img]
[img]http://haze.mameworld.info/newspics/sfiii2_new_bg_2.png[/img]
[url]http://haze.mameworld.info/2007/06/18/tile-compression-part-2/[/url] June 18th, 2007
Sprites..
This is the first shot of some sprites with meaningful tiles. Everything is in the wrong place and upside down at the moment, but you can see where this is heading.
[img]http://haze.mameworld.info/newspics/upside_down_sprites.png[/img]
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