0.148u1 [Roberto Fresca, ANY, The Dumping Union]
WIP:
- 0.153: Small cleanup [Miodrag Milanovic].
- 0.148u1: Roberto Fresca, ANY and The Dumping Union added 'Number One' (San Remo Games 1996). Fixed gfx to help robbie. Hook up intensity [David Haywood]. Some cleanups, defined clocks and promoted to working [Roberto Fresca].
- 3rd February 2013: Roberto Fresca - Yesterday, David Haywood brought another idea. Latch the bank bits and store them when the tiles are written (like subsino system). Fortunately he was right and the graphics system started to work like a charm. He also hooked up the intensity layer, so now the graphics are accurate thanks to him. Also playing with numbers instead of cards.
- 2nd February 2013: Roberto Fresca - Some oddities... My guess about the 32 banks of 256 tiles each was totally accurate. Also the banking offsets and order are correct. The graphics banks scrambling issue happens when a block of code (as the background draw subroutine) is executed directly. Let me explain better. The disclaimer draw routine is located at $389F. This piece of code places chars on screen through an indexed loop, and involves 3 gfx banks (10h, 11h, and 12h). if I execute the whole routine, the bankswitching is not working properly, involving only the last graphics bank as you can see in the following pic. But... Executing the call step-by-step (instruction by instruction), the bankswitching is accurate, drawing the correct graphics. Now, the subroutine that draws the first card is located at $3707. Again, executing step by step I got a perfect ACE located in the first place. So, we need to see what's wrong. Kale told me that surely is matter of implement partial updates. Hope we can sort out this odd behaviour soon. BTW, executing step-by-step, got the following snaps.
- 21st January 2013: Roberto Fresca - More about Number On. A lot of improvements were made. Proper graphics decode, proper ROM load, accurate memory map, hooked CPU & interrupts, added CRTC support, AY-3-8910 sound, input ports, output-lamps port, button-lamps layout, complete lamps support, NVRAM support, etc. The game is emulated with bells and whistles, except for 2 things: (1) Need to add Intensity layer to the existent 3bpp graphics, and (2) The graphics banks seems to be insane. There is a selector that uses 5 bits to handle the banks, and has logical sense since there are 8192 tiles and the video RAM can address/index up to 256 different tiles by offset. A bit of maths gave me the conclusion that a 5 bits selector can cover the whole graphics tileset through 32 banks of 256 tiles each. A bit insane... Still can't get the logical order. Maybe I'm a bit wrong here, or just the PLDs are fuckrambling the banks in some way. The good news are that the remaining things are totally emulated and game is playable (except for the wrong graphics banking). And through the Test Mode, you can switch cards <--> numbers.
- 19th January 2013: Roberto Fresca - ANY dumped an old game from San Remo Games. Still unidentified, but the title seems to be 'Jacks Wild' after peek inside the game tiles. Emulation is still preliminary, but at least is showing something.