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Super Famicast pre-pre-pre-alpha release
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You have to make sure that the length of '/rd/frognes.zip', which is 15 characters, is the same as the filename length of the file you're trying to point to. Changing the length of that string totally screws up the whole binary and will surely crash it. My advice is to simply change the rd to cd and name the zip that you're going to put on the cd frognes.zip. Or, just be patient. ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Thanks. Been awhile since I hex edited anything (did NES roms before) so I forgot about the problem about making sure the character lengths were the same. That's was in response to Reaper's knock on me (but I'm trying to "keep it positive").
Last edited by Storminator16 on Fri Jan 09, 2004 11:49 am, edited 1 time in total.
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As scherzo said, the simplest way is to change the /rd/ to /cd/ and put the ROM in a zip file called frognes.zip.
scherzo - The DMA copy routine actually works fine. The ghosting effect is caused by the CPU cache - some of the data that was written to the buffer is still in the cache, so when it gets DMAed over, you get bits from the previous frame. That manifested itself in Genesis Plus as small fragments of the previous frame in the bottom 16 lines or so of the image.
The fix is to manually flush the cache. On Genesis Plus, the corruption was limited to the last 16KB of data written to the buffer, which was all at the end, so I just flushed that part, and then DMAed it all over. Worked perfectly.
To do it, I used the dcache_flush function from KOS:
If you're having to flush the entire frame though, you may as well simply not bother.
scherzo - The DMA copy routine actually works fine. The ghosting effect is caused by the CPU cache - some of the data that was written to the buffer is still in the cache, so when it gets DMAed over, you get bits from the previous frame. That manifested itself in Genesis Plus as small fragments of the previous frame in the bottom 16 lines or so of the image.
The fix is to manually flush the cache. On Genesis Plus, the corruption was limited to the last 16KB of data written to the buffer, which was all at the end, so I just flushed that part, and then DMAed it all over. Worked perfectly.
To do it, I used the dcache_flush function from KOS:
Code: Select all
dcache_flush(uint32 start, uint32 count);
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Thanks, the flushing of the cache cleans up the garbage. However, when I tested with Super Mario World, I could get away with flushing just the bottom half of the screen, but when testing with Street Fighter 2, there's garbage all the way at the top meaning I'd have to flush it all. Also, I'm not sure if I gained any speed from the previous way I was doing it. I'll test a litttle bit more, but not too much. I want to write more code.
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Thanks for cleaning up wills flaming for me.ZacMc wrote:No problem. How did you know it was me?WillSams wrote:Thanks for cleaning this up, Zac
scherzo if you join the kos mailling list there was more detail on this . Plus if you want to see some good video code check out Dreamfrodo. The source is provided and is very well done. He uses other memory areas which are up to 4 times faster then standard.
Dreamcast forever!!!
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Ian Micheal wrote:Thanks for cleaning up wills flaming for me.ZacMc wrote:No problem. How did you know it was me?WillSams wrote:Thanks for cleaning this up, Zac
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LMAO on the flaming myself bit. Also, I've noticed how he cleaned up his last post and threw something out of left field in there. Hmmm.ZacMc wrote:Ian Micheal wrote:Thanks for cleaning up wills flaming for me.ZacMc wrote:No problem. How did you know it was me?WillSams wrote:Thanks for cleaning this up, ZacYou flamed him. He didn't flame anyone.. Except himself
Anyway, I noticed you were the only mod/admin online
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Last edited by Storminator16 on Fri Jan 09, 2004 12:08 pm, edited 1 time in total.
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Well i knew he flamed some one. Thats rather funny zac.ZacMc wrote:Ian Micheal wrote:Thanks for cleaning up wills flaming for me.ZacMc wrote:No problem. How did you know it was me?WillSams wrote:Thanks for cleaning this up, ZacYou flamed him. He didn't flame anyone.. Except himself
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Will: unscrambled binaries are always easier to hack! in the scrambled bin you can only find 'frognes.' and search for 'zip' to change the whole filename. in an unscrabled bin you can find the complete '/rd/frognes.zip' and change it to whatever you want.
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
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qoute from scherzo "...Zips seem to be working fine as of yet. However, I tried loading Street Fighter Alpha 2 to see the builtin S-DD1 decompression in action but the emu crashed. Something to look into later on."
I took this to mean that the emu wouldn't even load the rom. I may be wrong though. The Star Ocean rom loaded but no graphics were decompressed. I was under the impression that S-DD1 had been ported but that he was unable to test it because the SFA2 rom wouldn't load. Anyway, I don't really know for sure, I may have just misinterpreted his post.
I took this to mean that the emu wouldn't even load the rom. I may be wrong though. The Star Ocean rom loaded but no graphics were decompressed. I was under the impression that S-DD1 had been ported but that he was unable to test it because the SFA2 rom wouldn't load. Anyway, I don't really know for sure, I may have just misinterpreted his post.
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I tried out Sailor Moon: AS (the english trans) and Earthbound. They both ran about 10% (between 5 and 6/60).
Oh! and:
Nero DAO image
and
Nero TAO image
It looks great...can't wait to see what you do with it!
Later!
NightHammer
Oh! and:
Nero DAO image
and
Nero TAO image
It looks great...can't wait to see what you do with it!
Later!
NightHammer
All your systems are belong to me
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