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Super metroid randomizer bad checksum
Super metroid randomizer bad checksum






super metroid randomizer bad checksum
  1. #Super metroid randomizer bad checksum update#
  2. #Super metroid randomizer bad checksum full#
  3. #Super metroid randomizer bad checksum code#

I'll try a release build later, just in case. Tokimeki - still broke as sin, and the performance indicates we're doing something terribly wrong somewhere.

#Super metroid randomizer bad checksum update#

I'll be back in a while with an update on what I've found to be fixed. More if it updates the tilemap or tile data!) (DMA is a minimum 4% in most games as it rewrites the palette and OAM. it's "40" master cycles, but is that decimal or hex? I forget!).Īdding any of that to the emulation would slow down the main CPU significantly. (Don't ask me for an exact cycle count there. Timing: while emulating everything at the 6 master cycle level is definitely causing problems, you do also need to consider that DMA and HDMA are "free" in MESS (and 8 master cycles on hardware, plus somne overhead), and that we don't emulate DRAM refresh at all.

#Super metroid randomizer bad checksum code#

(However, the music works!)ĮDIT: ok, I can't follow the draw code at all, but is Mode 4 even using offset-per-tile? If you use the standard variation used by 2 and 6, it won't work (can only scroll in one direction per tile in Mode 4), but that would "definitely" break Puzzle Bobble. Top Gear 2 cannot get in game, which makes me depressed. Snes9x had this issue and it amounts to "improper TIMEUP emulation" Ys 3 also suffers from Mode 7 having too many bits of precision in the formula. Super Bases Loaded 2 does not start (226 partial updates?) (also demonstrates two other MESS issues: it doesn't start identically in fast forward mode, and if it locks up because of fast forward, a reset will not fix it!)

super metroid randomizer bad checksum

The Flintstones - Treasure of the Sierra Madrock shows a sprite glitch in the attract sequence. The shadow looks "just plain awful", and it definitely shouldn't. Strike Gunner: additional bug when the first boss flies past you.

super metroid randomizer bad checksum

Madara 2: the break in the text isn't gone, just "so low it shows up much less" Text still wrong (in battle, damage to player is incorrect) Also, combat is seriously weird looking (probably some sort of hi-res thing?) All of the pixels are there, but there is a blank line or two in the middle of ALL of the text. Note that Seiken Densetsu 3 is picky about IRQ operation as well, and should be regression tested when Daffy is fixed.Ħ: Last one for tonight, Moryo Senki Madara 2 has gaps in the middle of the text. (In case you're wondering, I've got a list of games that have caused emulators of yore some headaches and I'm testing those)ĥ: Daffy Duck: The Marvin Missions will induce seizures by having one (Some kind of IRQ register functionality issue, supposedly). Second, when dialogue is shown, there is a line where the background is visible through the box. FIrst, Player damage should descend in front of the player, not behind (the text is sprite-based). As I recall, the game does something demented with IRQs.Ĥ: Final Fantasy: Mystic Quest has two obvious errors.

super metroid randomizer bad checksum

They shouldn't (bsnes/snes9x show correct behavior in this case)Įdit 3: Umihara Kawase (j): Obvious.

#Super metroid randomizer bad checksum full#

There's a number of issues MESS currently has that contribute to this (system always runs at 6 master clocks/cycle, DRAM refresh period is likely not emulated, etc), and I am only posting this "so there is a record of it".Įdit 1: Full Throttle Racing doesn't start (which prevents me from seeing whether it's as messed up as it was in mainstream SNES emulators)Įdit 2: Strike Gunner (U). Note that the game is playable at 102% SPC700 speed (but still lacks sound). Actraiser: execution ratio between the 65816 and SPC700 favors the 65816 too much.








Super metroid randomizer bad checksum