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FBA WIP

Discussion in 'Saturn Dev' started by vbt, May 30, 2010.

  1. vbt

    vbt Staff Member

    A new driver is in progress [​IMG] There is not yet good results. I don't manage to get a correct bitmap rendering.
     

    Attached Files:

  2. Runik

    Runik Staff Member

    Progress is good, even if the display is broken at first [​IMG]

    Good work vbt !
     
  3. vbt

    vbt Staff Member

    It's getting a bit better
     

    Attached Files:

  4. vbt

    vbt Staff Member

    Hard-coded 1 sprite decoding
     

    Attached Files:

  5. vbt

    vbt Staff Member

    [​IMG]

    a little better
     
  6. FacundoARG

    FacundoARG New Member

    [​IMG] , it's working. When I have more time for this, i will ask about how to reproduce a avi or cpk file.
     
  7. vbt

    vbt Staff Member

    Sure, you can ask, I think Madroms has biggest knowledge about making vids for Saturn.

    Another new pictures :

    [​IMG]

    [​IMG]
     
  8. vbt

    vbt Staff Member

  9. vbt

    vbt Staff Member

  10. cafe-alpha

    cafe-alpha Member

    What's wrong with this image ? (sorry for the stupid question, but I don't this game)

    If there is a problem, don't hesitate to send me a binary, so that I can try to debug the VDP2 stuff in a similar way as I did in last December [​IMG]
     
  11. vbt

    vbt Staff Member

    not much wrong inside this pic, in fact there is a sprite problem which hapenned on yabause and not on ssf. So, I finally decided to make a PAR release of System 1 (binary with rom inside) and here is the result on yabause :

    [​IMG]

    on the left, CD version, there is a little problem with sprites

    on the left, PAR version, the sprites look correct

    There is something obvious here, the driver source code is the same, just the file loading is replaced. But the result is correct sprites and modified palettes. cafe-alpha, I'm sure you're the right guy to solve this mystery.
     
  12. cafe-alpha

    cafe-alpha Member

    Can you send me both versions' binaries ?

    Also, can you indicate me the way you use to load the data from CD ? (SBL, SGL, custom library, etc)

    First, I will try on real hardware both versions, and see what happens ...

    I will try do my best, but don't expect any guarantee I will actually solve this, nor any fast answer, etc ^^
     
  13. cafe-alpha

    cafe-alpha Member

    I took a look at the data you sent me last Tuesday, and I could see that 7 registers values differ between the standalone and CDROM version.

    Also, as VRAM contents seem to differ too, I need investigate a little further in order to see why display changes on CDROM version.
     
  14. cafe-alpha

    cafe-alpha Member

    Just before starting emaulation after selecting a ROM, can you set the registers above to the following values ? (a copy-paste in your source file should work fine)

    Code:
    (*(volatile unsigned short *)(0x25F80028)) = 0x0C02; // CHCTLA
    
    (*(volatile unsigned short *)(0x25F80030)) = 0x3FFF; // PNCN0
    
    (*(volatile unsigned short *)(0x25F80032)) = 0x3FFF; // PNCN1
    
    (*(volatile unsigned short *)(0x25F80034)) = 0x3FFF; // PNCN2
    
    (*(volatile unsigned short *)(0x25F80042)) = 0x1F1A; // MPCDN0
    
    (*(volatile unsigned short *)(0x25F80046)) = 0x0115; // MPCDN1
    
    (*(volatile unsigned short *)(0x25F8004A)) = 0x0115; // MPCDN2
    I am not sure it will work, so please can you tell me if the display is better ?
     
  15. vbt

    vbt Staff Member

    sorry, i missed your post, i try it today
     
  16. cafe-alpha

    cafe-alpha Member

    OK, let me know, even if it doesn't work !

    If it doesn't work, I will try another way to debug [​IMG]
     
  17. vbt

    vbt Staff Member

    [​IMG]

    Finally, colors look good, here are the changes :

    • background layer palettes 8x64 => 16x64 (with the help of SatCom)
    • foreground layer palettes 8x64 => 16x64
    • sprite palette 512 colors in CLUT (thanks to Antime)

    so 2560 colors used !
     
  18. vbt

    vbt Staff Member

    speed improvements :

    - improved color conversion (thanks to Martin) + use of a precalculated lookup table

    - foreground layer is rendered using the slave CPU

    [​IMG]

    [​IMG]

    [​IMG]
     
  19. vbt

    vbt Staff Member

    one more :

    [​IMG]
     
  20. caius

    caius New Member

    Very good and promising!How is the speed on a real Saturn?What is the level of emulation (sound, sprite priority, etc..)?
     

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