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Create mame2003-updates-XML.dat #3

Merged
1 commit merged into from
Feb 12, 2018
Merged

Create mame2003-updates-XML.dat #3

1 commit merged into from
Feb 12, 2018

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markwkidd
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This is @riverstorm 's updates DAT file. It will need updates from the NeoGeo driver (this will happen soon) but is otherwise up to date. @Arcadez if it's OK with you to add this here I think it will help move forward with testing to have it as part of the repository.

This is @riverstorm 's updates DAT file. It will need updates from the NeoGeo driver (this will happen soon) but is otherwise up to date. @Arcadez if it's OK with you to add this here I think it will help move forward with testing to have it as part of the repository.
@ghost ghost merged commit 4b58301 into libretro:master Feb 12, 2018
@ghost ghost mentioned this pull request Apr 21, 2018
@ghost ghost mentioned this pull request May 13, 2018
ghost pushed a commit that referenced this pull request Oct 2, 2018
ghost pushed a commit that referenced this pull request Jan 7, 2019
MAME WIP

0.119u3: David Haywood fixed colors in Dynamite Duke. Changed palettesize from 3072 to 2048 colors.
3rd October 2007: David Haywood - The source of most of the problems in Dynamite Duke was the strange way in which the background layer was being decoded and handled. The biggest problem is that 1 bit of data for each pixel was being completely overlooked. Dynamite Duke's background decode was 5bpp, not 6bpp. If that was all there was to it then it would have been a very simple fix, however, the problems were deeper than that. Neither of the upper 2 bits of the data are used in the traditional sense, to simply extend the available colour palette. Ignoring the 6th bit for now, the one that was being used as transparency, I started looking at the bit that wasn't being decoded, the 5th bit. There was clearly data there, it wasn't just unused rom as you'll sometimes find. Infact the data present conincided with the tiles that were being rendered with the wrong colours in the game, logically everything would suggest that the decode was simply missing a bit, and hooking that up should fix the colours as it would then be able to address the correct colours. It didn't. Usually if you increase the bpp of a set of graphics it allows the colours directly after the current palette to be addressed in addition to the ones already being used. For Dynamite Duke something different was going on. Regular System: 4bpp decode | Pal#1 Colours 0-15, Pal #2 Colours 16-31, Pal #3 Colours 32-47 and 5bpp decode | Pal#1 Colours 0-31, Pal #2 Colours 32-63, Pal #3 Colours 64-95, for Dynamite Duke however: 5bpp decode | Pal#1 Colours 0-15 & 256-271, Pal #2 Colours 16-31 & 272-287 etc. Basically the extra bit is being used by the hardware more as a palette bank bit, grabbing the extra colours from a completely different part of the palette. I needed to clean up the driver a bit, remove some palette hacks that were already in there, and rework a few things, but by implementing that logic I at least got the right colours on all the scenes, except one, the map scene. For the map scene it turns out there was another error in the driver. As the previous decode didn't allow for accessing of colours above 255 one of the layer disable bits had been incorrectly hooked up as a palette bank, probably because the map screen happened to have that layer disabled and also by chance needed the higher palette codes. An easy mistake to make. Removing that hack, and correclty hooking up the layer disables had the advantage of also getting rid of some garbage sprites left on the screen during 'continue' etc. That just left the 6th bit, marked as transparency. Finding out the use for that was pretty straightforward, it quickly became clear that it was actually a priority bit (which is basically how it was being used anyway 'transparency' was rather misleading). With everything fixed up Dynamite Duke looks better than ever, and one of the longest standing bugs that I can remember has finally been fixed.
30th September 2007: David Haywood - I've hopefully fixed the colour problems from the first boss and beyond in Dynamite Duke. Note, the background is now correct in shots 3 / 4 onwards.
mahoneyt944 pushed a commit that referenced this pull request Apr 6, 2022
0.136u1: Bryan McPhail fixed Zeroize (Cassette) protection simulation in lieu of proper dongle dump.
0.109u1: David Haywood fixed Zeroize (messed up graphics/unplayable).
0.99u2: Juergen Buchmueller found bitswap for Zeroize type #3 dongle; found hack to get it running w/o the dongle ROM by debugging the game code; changed year to 1983; removed NOT_WORKING flag. Changed visible area to 240x248.
@arcadez2003 arcadez2003 mentioned this pull request Jan 20, 2024
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