Burrito Uan

December 11th, 2013

Did some work with Hyper Neo Geo 64, tried to understand some stuff (namely z80 network cpu and 3d pipeline) and read a bit of MIPS code for Buriki One. Got a cheap work-around for the coin insertion so got it to go into gameplay:

0009

0010

0012

0013

EDIT: Played with debugger, entered into service mode and hooked up inputs in Roads Edge. Camera seems very jumpy, I wonder if we have a CPU core bug here …

0022

0024

Second Round K.O.

November 22nd, 2013

Fixed a complement by two bug in the YJK table, fixes for good colors from the previous update (screenshot are for Puzzle Star and a bunch of MSX2+ games that uses the feature):

0041

0040

0007

0006

I’ve kludged Puzzle Star to work for now (couldn’t be bothered more) and marked it as working. Next up is adding horizontal scroll to V9958 (used by some MSX2+ games like Space Manbow).

Mode Twelve

November 20th, 2013

Added preliminary YJK and YAE modes (a.k.a. screen 10/11/12) to V9958 video chip, fixes (mostly) colors in Sexy Boom / Puzzle Star (and presumably for the bunch of MSX2+ games/applications that uses it too):

0001

0002

0004

0005

0006

0008

0001

0002

0005

W/O textures

August 30th, 2013

Went a bit into PowerVR2 programming today. Added non-textured polygons (for DC bios) and YUV textured in twiddled format (for Soul Calibur).

Next up: understand why timings are still so screwy (noticeable especially in the video)

Analogic nostalgia

August 29th, 2013

Yesterday I’ve added a preliminary YUV420 converter to PowerVR2, this fixes FMV movie playback in several games for both Sega Naomi and Sega Dreamcast systems.

It still hangs badly on some games (examples: Naomi Death Crimson OX, DC Tetris 4D), guess that the FIFO needs to be timer-ized in some way.