FRS' patches and enhancements WIP - help needed

Página 6/21
1 | 2 | 3 | 4 | 5 | | 7 | 8 | 9 | 10 | 11

Por Vampier

Prophet (2382)

Imagen del Vampier

21-02-2010, 20:23

SD you need to use 0x0005 according to Bifi, join #msxdev @ irc.rizon.net to ask him why.

I'll take his word. I can imagine why: since the BASIC only uses the frames 2 and 3, the F37Dh probably will not handle the frame-1 correctly because this would need helper routines that are not installed.


Anyway: he was also curious if you found the debug mode (if @ all possible)

Unfortunately, yes! And I don't know how I did it and now I just can't turn the darn thing off. Sad
If doesn't matter if you turn the MSX off. It will be activated again.

make an ips patch Tongue

Por sd_snatcher

Prophet (3443)

Imagen del sd_snatcher

21-02-2010, 23:41

Dear avid betatesters,

The beta-4 is out! :)

There's a small gift for real MSX users inside.
(tip: look at the DEBUG directory. Also, read the included DEBUG.TXT file)

Changelog:
- End demo turbofixed
- Some more polishing on the intro demo

Por Oscar

Guardian (581)

Imagen del Oscar

22-02-2010, 20:23

Hi!

Tested in Turbo R GT + SD 2.2 (sinfox). Intro still seems to don't work sometimes, I don't why. There is a gfx glitch when the robot is near the upper part of the screen. If you move the robot some strange graphics appear and dissappear around him. You can test this if you put the robot over the first entrance at first level.

Por SLotman

Paragon (1236)

Imagen del SLotman

22-02-2010, 23:39

Heh... i could'nt wait for the disk drive, so I burnt it on a CD and started to test on a A1ST, Carchano's IDE, latest Sunrise Bios, command 2.41

The game loaded, but just at start, before the first tunnel that forces you to turn into a ship, some glitches appeared in the player char if I jumped above the tunnel (while animating the char, if he's stopped everything is fine) - it looks like some corruption on patther table or color table, like it's writing too fast on the vdp?

Yeah, just played the original on emulator, that didn't happened... unfortunaly can't test the original on the real msx, no way to play those DSKs without a real disk Sad

this is exactly where it happens, just try to keep jumping and you'll see it:

icongames.com.br/temp/thexder.png

Just noticed that leaving on the other side of the tunnel, and doing the same, the same thing happens.

Specs: "bare" A1ST, with IDE latest sunrise bios, MSX-DOS kernel 2.30, MSXDOS2.sys 2.20, command2.com 2.41, with fat16 and idecdex loaded.
HD on drive A: (fat12 partition), another partition B: - fat16, and cd-rom as drive C:, game running on drive A.

Por SLotman

Paragon (1236)

Imagen del SLotman

23-02-2010, 00:29

Just played some more, and saw that it also happens on other stages, always when jumping on top third of the screen, or even when flying with the ship on some parts.

On the first level, if you run all the way to the left, and jump at the same height, same problem...

Other than that - the game worked beautifully.

After some more tests, having fat16/idecdex changes nothing. But running the game on z80 mode (instead of r800 dram) the corruption problems goes down a lot, becoming almost non-visible.

Also, on 'practice' there a small line (the line just about the panel on the screen bottom), exactly where the split screen is, that keeps 'blinking' at the rightmost corner.
(o canto direito da linha, acima do painel de status/score/energia/etc - a linha nao vai até o final da tela - parece que o split screen está ocorrendo um pouco antes da versão normal...)

I know this is quite common when working with splits, and it won't be the easiest thing to get right (specially on all different CPU speeds) - but I thought I should mention it nonetheless Smile

Por sd_snatcher

Prophet (3443)

Imagen del sd_snatcher

23-02-2010, 22:48

@SLotman

Thanks for the detailed bug-report!

The game loaded, but just at start, before the first tunnel that forces you to turn into a ship, some glitches appeared in the player char if I jumped above the tunnel (while animating the char, if he's stopped everything is fine)

This glitch has a name: S1990. It slows down too much the VDP writes and causes it to happen. OpenMSX emulates this slowdown correctly and the glitch will also happen there.

It was much worse on the original routine as the entire upper 1/4 of the screen glittched (including the background), but I managed to reduce the glitch to the point it is now. It doesn't happen at all on Z80B and Z80H. On Z80A glitches as much as the original game did, which is barely noticeable unless you know what you're looking for.

it looks like some corruption on patther table or color table, like it's writing too fast on the vdp?

It's not the case. Firehawk runs on screen-4 and uses a stack of tiles and sprites to draw it's main character and enemies. What happens is that the tiles are being updated with too much lag after the sprites were updated.

Currently the only solution for those who can't bare the glitch is to switch to Z80A mode. But if you don't care for a little glitch you can use the game in R800 mode. I reassert that the turbo Z80 (Z80B and Z80H) machines don't suffer any glitch at all.

I'm not sure if it's wise to modify the routine even more to try to reduce that glitch (caused by ASCII's too conservative waitstates), since it proved to be prone to collateral effects. I'll try to have one more look on this matter (and on the splitscreen routine) when polishing the final beta, but currently I'd have other tasks on the list that need be fixed/implemented first. Smile

Por sd_snatcher

Prophet (3443)

Imagen del sd_snatcher

01-03-2010, 05:42

Where can I find some good documentation on PAC (SRAM) programming? I mean: how to detect it, read/write the SRAM, manage the slots, etc.

Por sd_snatcher

Prophet (3443)

Imagen del sd_snatcher

01-03-2010, 06:19

Well, after some busy RealLife (TM) time, here's the Beta-5

Changelog:
- Bugfix: GameArts logo is turbofixed
- Improvement: Both the GameArts logo and my own banner can be skipped by pressing a trigger (SPACE bar included)
- Improvement: Disk 1/2 asking routine now works both for HD and floppy. If the game is split in two disks, it will ask for a diskchange. It the game is contained entirely on one directory, it will not ask for the diskchange.
- Bugfix: Fixed the corruption of the ASCII table characters that caused the wrong apostrophe on the phrase "ATTACK NEDIAM'S ENGINE BLOCK!"
- Improvement: RUN.COM and INIT.PRG aren't needed anymore. Now you can just run FIREHAWK.COM to play the game.
- Improvement: V9958's WAIT signal is now enabled by default
- Improvement: The game will detect and politely refuse on a MSX1 computer instead of just crashing
- Bugfix: If there's enough free memory on the 64KB area the game will not freeze at the end anymore. Just test it using RUNDOS1. But if there isn't enough free memory, it will still freeze.
- Bugfix: Keyboard click is now disabled. It was possible to hear the clicks on disk I/O
- Improvement: A mixer for the PSG is now implemented. Use the new tool PSGMIXER to set the PSG volume attenuation. This will help on machines that have the PSG volume much louder than the OPLL volume, like the MSX Turbo-R.
- Bugfix: Better screensplit routine. Now there's no glitch on the screensplit anymore.
- Small bugfixes: Dealing with Line interrupts, etc

- Cleanup of many helper routines

I still don't know how to workaround the S1990 delay glitch on screen when running on R800 mode. I'm open to suggestions.

Por NYYRIKKI

Enlighted (5740)

Imagen del NYYRIKKI

01-03-2010, 13:01

Yeah, just played the original on emulator, that didn't happened... unfortunaly can't test the original on the real msx, no way to play those DSKs without a real disk Sad

Try rMSX 1.3 ... It should work...

Por Vampier

Prophet (2382)

Imagen del Vampier

02-03-2010, 08:37

sd_snatcher http://twitter.com/openmsx_builder

I'm still testing... didn't have much time today.

Página 6/21
1 | 2 | 3 | 4 | 5 | | 7 | 8 | 9 | 10 | 11