Open jotego opened 2 years ago
256x216 would result in graphics being cut off, I don't see how that can be correct. The driver is set to 256x224, not 256x240 video output on the text layer already extends to the extreme edges, there's nowhere to cut an extra 8 pixels from.
as the screen is rotated 224 is the horizontal part of the screenshot https://i.postimg.cc/Xv0ThJz0/0001.png
cutting 8 pixels off would destroy either the P1 text or the P2 score
if that is genuinely what you're getting I suspect the PCB could be faulty.
I think 224 is correct indeed. From the vertical blank duration I calculate 220 visible lines, but the oscilloscope has its limitations and 220 is not a multiple of 8, so 224 indeed.
More accurately the refresh rate calculation is 6144000÷384÷264 = 60.606060Hz. That's the pixel clock speed I found in the comments of Jotegos core.
Vblank close up 2 says Vblank is 2.50ms which is exactly 40 lines. 60.6060Hz & 264 lines = 0.0625ms per line.
Hmm, it's not 224 with +16 border overscan then? Just a curiosity, not that it matters for MAME since we don't really have real screen geometries unless custom video code is added, which is generally not done unless border info is meaningful (-> not black).
So the MAME driver is currently using an internal game table to draw the sprites.
This has now been fixed. There is some question on the y coordinate, both with flipped and non-flipped screen.
I've made non-flipped behave the same as the previous code. However it was previous broken with flipped screen & so I've made it look the same as the non-flipped. This requires the sprite y coordinate to be adjusted by 1 pixel when flipped.
Is there anything that explains that? I did wonder if it could be the tile layer that isn't aligned properly.
When the screen is flipped it doesn't appear in the same position in the monitor. Maybe that explains what you face.
The flip mode is implemented in a strange way in this hardware, partly in hardware and partly in software (whereas most arcade systems just have a "flip" signal going to the video hardware to do the flip).
While working on a related title, I noticed that I had written the sprite information wrong. The schematics and the verilog implementation were correct, I just wrote it wrong here: the 4-byte sprite information is split between the two sprite RAM banks, 2 bytes in each bank. Apologies for the bad writting.
Thanks, I already noticed
The hard work was finding that MAME was wrong, I appreciate any reports on similar issues.
On 19/12/2021 08:12, Jose Tejada wrote:
While working on a related title, I noticed that I had written the sprite information wrong. The schematics and the verilog implementation were correct, I just wrote it wrong here: the 4-byte sprite information are split between the two sprite RAM banks, 2 bytes in each bank. Apologies for the bad writting.
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A couple more things:
The main character is behind while alive
And on the front when dies
Tested in current mame 0.239 and is the same than in the images provided.
Split this issue into three tasks. Unless I'm mistaken all three issues have been addressed by https://github.com/mamedev/mame/commit/ec401fec51d46fdc0ea6e8081c082730d01aa1c5 , https://github.com/mamedev/mame/commit/7d753ec6d3e1d0d418e5f8bb281f6a9138c008e7 , https://github.com/mamedev/mame/commit/9d1d94f1043cd7e86f3e4e51d4726a597379b08e
and this should be added to OP message too:
This sprite hardware doesn't latch the raster line count during blanking. What that means is that by the time the sprite hardware it reaches a certain sprite count, the raster line has already changed and that will shift the reamining sprites in the same line by one pixel. That is why the Yie Ar Kungfu driver has this hack. This needs be added to Kicker too
I don't have the needed experience in MAME to fix the driver. I hope another contributor can implement these changes.