eshu Posted December 11, 2016 Share Posted December 11, 2016 (edited) Also, that's a good upportunity to EF[sC] to 6502.ts. Are you perchance hitting NUSIZ just when the first pixel is being rendered? So the missile (M1) is also being moved - something like: 0000XX 000XX0 00XX00 00XX00 000XX0 0000XX but shown as: 0000X0 000X00 00X000 00X000 000X00 0000X0 So I don't think it's an off by one pixel, but it could be off by one machine cycle......I haven't looked at the code for literally years, so I wouldn't like to promise that the old Stella TIA core had it right......I have the source code on an old HDD somewhere, so as Thomas suggests I should maybe try to build a version that works on normal Harmony at some point, if I remember correctly the bank switching etc.. was pretty tight and it wouldn't be as straightforward as you might think to change the bank switching scheme.. Edited December 11, 2016 by eshu Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted December 13, 2016 Share Posted December 13, 2016 (edited) Hi eshu! I just had I a look at the ROM --- woha, that looks awsome, I wouldn't believe that this is actually a 2600 if I didn't know better I just received shipping confirmation for my Harmony Encode, so I should be able to test this on real hardware soon. Edited December 13, 2016 by DirtyHairy 2 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 14, 2016 Share Posted December 14, 2016 For the 2nd test release , you missed listing the SaveKey fix which was there even in the old core. 1 Quote Link to comment Share on other sites More sharing options...
iesposta Posted December 15, 2016 Share Posted December 15, 2016 The "0" (zero) is finally fixed on Pole Position. I knew it would be. Stella 5: Atari original. Stella 5: Hacked curve and color. Stella 4.7.2: Hacked curve and color. 2 Quote Link to comment Share on other sites More sharing options...
iesposta Posted December 15, 2016 Share Posted December 15, 2016 (edited) errr.... double post, system freeze... Edited December 15, 2016 by iesposta Quote Link to comment Share on other sites More sharing options...
Keatah Posted December 15, 2016 Share Posted December 15, 2016 Noticed this little dot on the left side on both the old core and the new core. Don't know if it has ever been addressed? On the lower right-hand corner, by the red stripe, there is a black mark. Also don't know if this has ever been addressed. Same in old/new cores. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 15, 2016 Share Posted December 15, 2016 That's no bug in emulation. All those glitches (plus a few more) happen on (my) real hardware too. Quote Link to comment Share on other sites More sharing options...
Keatah Posted December 15, 2016 Share Posted December 15, 2016 (edited) Vong has a constant background tone during gameplay. Note: I only have emulation to test with, and my comparisons are made with the older versions of stella vs these pre-releases. Hope that is helpful. Edited December 15, 2016 by Keatah Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted December 16, 2016 Share Posted December 16, 2016 Thanks for checking out pole position and for confirming that the remaining glitches happen on real hardware, too I'll check out Vong, but nothing has changed regarding audio emulation. Quote Link to comment Share on other sites More sharing options...
Keatah Posted December 16, 2016 Share Posted December 16, 2016 Meltdown by 20th Century Fox Look'n Good! The rods are now symmetrical in all columns. Before: New TIA: New TIA with phosphors option to blend the two alternating frames together: Quote Link to comment Share on other sites More sharing options...
Keatah Posted December 17, 2016 Share Posted December 17, 2016 (edited) This bug is about game speed and framerates. Starting out with any game and the framerate set to AUTO.. it's cool. AND once you got a rom loaded and are playing, in this test build, using Tab> Video Stettings> Framerate> 10 The game slows down to 10 frames-per-second as expected. And it displays 10 FPS in the upper lefthand corner. As expected. Good. --- But if you go back and set it to AUTO, the game stays at 10 FPS and the little counter in the upper lefthand corner says 0 FPS. The game continues playing at 10 FPS Setting it to 60 FPS restores normal speed. Setting it AUTO now, it stays at the last setting, of 60, but display 0 FPS If you exit the game to the selector and start again, it's normal again till you change the speed. It's kinda like once you select a speed manually you can't get back to AUTO. This happens on NTSC, don't know about PAL or if turning VSYNC off changes the behavior. --- Dunno if that's a TIA core issue or how the TIA core connects to the interface. I'm not an expert programmer. Edited December 17, 2016 by Keatah Quote Link to comment Share on other sites More sharing options...
iesposta Posted December 17, 2016 Share Posted December 17, 2016 Stephen, The "modifier key" Cmd + M doesn't toggle HMOVE blanks seen in "debug colors". Mac OS X latest (Sierra) Quote Link to comment Share on other sites More sharing options...
iesposta Posted December 17, 2016 Share Posted December 17, 2016 Re: Meltdown. It does look good, but is it CORRECT ? Your phosphor shot shows the right 2 looking different than the left two rods. Aren't they all displayed looking the same? Or is that screen shot not capturing properly? Quote Link to comment Share on other sites More sharing options...
Keatah Posted December 17, 2016 Share Posted December 17, 2016 (edited) The screenshot is accurate. I didn't have time to go and correct my posting to comment that it is an improvement, but not quite there. Edited December 17, 2016 by Keatah Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 17, 2016 Share Posted December 17, 2016 Stephen, The "modifier key" Cmd + M doesn't toggle HMOVE blanks seen in "debug colors". Mac OS X latest (Sierra) For me this is independent from the debug colors. I cannot disable HMOVE blanks at all. Quote Link to comment Share on other sites More sharing options...
+stephena Posted December 17, 2016 Author Share Posted December 17, 2016 This bug is about game speed and framerates. This is a known issue, and is being worked on. Quote Link to comment Share on other sites More sharing options...
+stephena Posted December 17, 2016 Author Share Posted December 17, 2016 The "modifier key" Cmd + M doesn't toggle HMOVE blanks seen in "debug colors". Toggling of HMOVE blanks has been completely removed. The new core doesn't draw anything in the HMOVE blank area, so there is nothing to toggle (the area is always black). The fact that you could ever see anything at all in this area was a peculiarity of the old core; it wasn't correct emulation. Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted December 17, 2016 Share Posted December 17, 2016 (edited) Re: Meltdown. It does look good, but is it CORRECT ? Your phosphor shot shows the right 2 looking different than the left two rods. Aren't they all displayed looking the same? Or is that screen shot not capturing properly? Indeed, you are right. I've made some adjustements to NUSIZx during decode, and it looks OK now. You can find more screenshots attached to the corresponding ticket on github https://github.com/DirtyHairy/stella/issues/36 (those at the bottom of the page are the final ones). Edited December 17, 2016 by DirtyHairy Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted December 17, 2016 Share Posted December 17, 2016 Dunno if that's a TIA core issue or how the TIA core connects to the interface. I'm not an expert programmer. The latter Stella manages speed in terms of frames, while 6502.ts manages it in terms of pixel clocks. Therefore, the 6502.ts core did not initially contain the logic necessary for Stella to maintain a constant framerate. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 21, 2016 Share Posted December 21, 2016 In case someone hasn't noticed yet, there is a 3rd pre-release which includes quite some more bug fixes of the new core and improvements over the old core. 1 Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted December 21, 2016 Share Posted December 21, 2016 Thanks, Thomas. In particular, the aformentioned Meltdown fixes are included in pre-3 1 Quote Link to comment Share on other sites More sharing options...
alex_79 Posted December 21, 2016 Share Posted December 21, 2016 I tested "Snoopy and the Red Baron", which in the stable Stella version has problems displaying the cloud and mountains, both made of a combination of players, missiles and playfield graphics updated and repositioned every line. Screenshots of the game in various Stella versions with and without "debug colors": real hardware: 5.0.0pre3 is closest to real hardware, the only issue seems to be a missing pixel in the left mountain.Real hardware screenshot is from my 7800 which has composite mod. It shows some color bleed, so it's difficult to see every pixel. Unfortunately my S-video modded 6-switch (which has a much clearer video out) needs some servicing. Maybe an hack of the game that only displays Players OR Missiles would help in debugging the problem.I used PAL version of the game, but apart for the different colors, the NTSC has the same behaviour. 2 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 21, 2016 Share Posted December 21, 2016 (edited) I am not so sure if the single pixel is the only bug. But that's really hard to tell. Two PAL versions w/o player or missiles attached. Snoopy (no players).bin Snoopy (no Missiles).bin Edited December 21, 2016 by Thomas Jentzsch 2 Quote Link to comment Share on other sites More sharing options...
alex_79 Posted December 21, 2016 Share Posted December 21, 2016 Thanks for the hacked roms. I managed to take better pictures (I purposely misadjusted the color pot on the board in order to get a crisp B/W image).Hardware: PAL 7800 (board C300633-001 rev. C), TIA chip produced in 1989. Missiles only: Players only: Hope it helps. 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 21, 2016 Share Posted December 21, 2016 This was fixed a few minutes ago, by checking another ROM, MESS and on real hardware. The missiles were 1 pixel too far right. Thanks for making us aware. 1 Quote Link to comment Share on other sites More sharing options...
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