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:

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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 …

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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):

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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):

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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).

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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.


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