diff options
author | Angelo Salese <angelosa@users.noreply.github.com> | 2013-02-15 15:43:23 +0000 |
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committer | Angelo Salese <angelosa@users.noreply.github.com> | 2013-02-15 15:43:23 +0000 |
commit | 4b03ea2441342bd1abdd724dc4c249d53facd21b (patch) | |
tree | 91349d5996bbe48116b491f63a8b3943a70f9aef /src/mame/drivers/saturn.c | |
parent | d75cff88593e8710e721f7d3112f089a77f4a78f (diff) |
Notes updating
Diffstat (limited to 'src/mame/drivers/saturn.c')
-rw-r--r-- | src/mame/drivers/saturn.c | 51 |
1 files changed, 13 insertions, 38 deletions
diff --git a/src/mame/drivers/saturn.c b/src/mame/drivers/saturn.c index b9cd65a09d9..b6d8745dca6 100644 --- a/src/mame/drivers/saturn.c +++ b/src/mame/drivers/saturn.c @@ -23,8 +23,8 @@ TODO: - IC13 games on the dev bios doesn't even load the cartridge / crashes the emulation at start-up, rom rearrange needed? - SCU DSP still has its fair share of issues, it also needs to be converted to CPU structure; -- Add the RS232c interface (serial port), needed by fhboxers. -- Video emulation bugs: check stvvdp2.c file. +- Add the RS232c interface (serial port), needed by fhboxers (accesses some ports in the a-bus dummy range). +- Video emulation is nowhere near perfection. - Reimplement the idle skip if possible. - Properly emulate the protection chips, used by several games (check stvprot.c for more info) - Move SCU device into its respective file; @@ -32,53 +32,28 @@ TODO: (per-game issues) - stress: accesses the Sound Memory Expansion Area (0x05a80000-0x05afffff), unknown purpose; + - smleague / finlarch: it randomly hangs / crashes,it works if you use a ridiculous MCFG_INTERLEAVE number,might need strict - SH-2 synching. -- groovef / myfairld: why do we get 2 credits on startup? Cause might be by a communication with the M68k + SH-2 synching or it's actually a m68k comms issue. + +- groovef: ugly back screen color, caused by incorrect usage of the Color Calculation function. + - myfairld: Apparently this game gives a black screen (either test mode and in-game mode),but let it wait for about 10 seconds and the game will load everything. This is because of a hellishly slow m68k sub-routine located at 54c2. Likely to not be a bug but an in-game design issue. -- danchih: hanafuda panel doesn't work. -- findlove: controls doesn't work? Playing with the debugger at location $6063720 it makes it get furter,but controls - still doesn't work, missing irq? + +- danchih / danchiq: currently hangs randomly (regression). + - batmanfr: Missing sound,caused by an extra ADSP chip which is on the cart.The CPU is a ADSP-2181,and it's the same used by NBA Jam Extreme (ZN game). + - vfremix: when you play as Akira, there is a problem with third match: game doesn't upload all textures and tiles and doesn't enable display, although gameplay is normal - wait a while to get back to title screen after losing a match -=================================================================================================== +- vfremix: various problems with SCU DSP: Jeffry causes a black screen hang. Akira's kick sometimes + sends the opponent out of the ring from whatever position. -Hardware overview: ------------------- --two SH-2 CPUs,in a master/slave configuration.The master cpu is used to -boot-up and to do the most of the work,the slave one does extra work that could be -too much for a single cpu.They both shares all the existant devices; --a M68000 CPU,used to drive sound(the SCSP chip).The program is uploaded via the -SH-2 cpus; --a SMPC (System Manager & Peripheral Control),used to drive all the -devices on the board; --a SCU (System Control Unit),mainly used to do DMA operations and to drive interrupts,it -also has a DSP; --an (optional for the ST-V) SH-1 CPU,used to be the CD driver; --An A-Bus,where the cart ROM area is located; --A B-Bus,where the Video Hardware & the SCU sections are located; --Two VDPs chips(named as 1 & 2),used for the video section: - -VDP1 is used to render sprites & polygons. - -VDP2 is for the tilemap system,there are: - 4 effective normal layers; - 2 roz layers; - 1 back layer; - 1 line layer; - The VDP2 is capable of the following things (in order): - -dynamic resolution (up to 704x512) & various interlacing modes; - -mosaic process; - -scrolling,scaling,horizontal & vertical cell scrolling & linescroll for the - normal planes, the roz ones can also rotate; - -versatile window system,used for various effects; - -alpha-blending,refered as Color Calculation in the docs; - -shadow effects; - -global rgb brightness control,separate for every plane; ****************************************************************************************************/ |