Author Topic: IQ's PGM WIP  (Read 278637 times)

Offline iq_132

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Re: IQ's PGM WIP
« Reply #60 on: March 04, 2009, 09:53:44 AM »
*sigh*
I didn't even notice the shadows.  Oh well.  It's still better than it was and I'd like to see captures from real hardware if anyone happens to own a kov2/kov2p cart. ^^


*edit*
JackC found some actual captures from the hardware:
« Last Edit: March 04, 2009, 10:05:46 AM by iq_132 »


Offline iq_132

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Re: IQ's PGM WIP
« Reply #61 on: March 05, 2009, 05:12:38 AM »
http://neo-source.com/index.php?topic=888.msg9430#msg9430

kov2p && kov2p205 now work. :)

*edit*
It should work in MAME with the same patches. :)

*edit2*
Sure does. ^^
« Last Edit: March 05, 2009, 05:16:29 AM by iq_132 »


Offline JacKc

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Re: IQ's PGM WIP
« Reply #62 on: March 05, 2009, 08:57:01 AM »
Yes i can confirm that now kov2p and kov2p205 works...

Here's Previews and Titles for thoses games for next FBA release :cool:


Offline iq_132

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Re: IQ's PGM WIP
« Reply #63 on: March 08, 2009, 03:30:57 PM »
Thanks to XingXing (and to Leaf for being the middle-man), Oriental Legends Special (100 alt) now works. :)

I've also added opposite clearing for the inputs (right/left up/down can not both be pressed now [thanks again to Leaf for pointing this out]), fixed a bug that would crash the ics2115 hardware, and fixed another bug that would cause the drawing routine to crash if the tile that was being drawn was outside the actual number of tiles available.
« Last Edit: March 08, 2009, 06:17:43 PM by iq_132 »


Offline JacKc

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Re: IQ's PGM WIP
« Reply #64 on: March 08, 2009, 05:56:34 PM »
Great...For the first time i can see screenshots for Oriental Legends  Special :cool:

Thanks to XingXing, Leaf and of course Iq_132 for the infos  !!!


Offline BisonSAS

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Re: IQ's PGM WIP
« Reply #65 on: March 08, 2009, 06:56:12 PM »
Thanks to XingXing (and to Leaf for being the middle-man), Oriental Legends Special (100 alt) now works. :)

I've also added opposite clearing for the inputs (right/left up/down can not both be pressed now [thanks again to Leaf for pointing this out]), fixed a bug that would crash the ics2115 hardware, and fixed another bug that would cause the drawing routine to crash if the tile that was being drawn was outside the actual number of tiles available.
:eek: :eek: :eek: Oh my God!!! :eek: :eek: :eek:
Fantastic work. :biggrin:

Offline BisonSAS

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clear screen bug in martmast
« Reply #66 on: March 08, 2009, 08:34:55 PM »
I found clear screen bug in martmast:







Bug in versions fba_029703 and fba_029704
In fba_029702_pgm3 martmast work fine.

Offline iq_132

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Re: IQ's PGM WIP
« Reply #67 on: March 08, 2009, 08:48:55 PM »
I've fixed that bug too.  However, it required reverting back to the old style of priority (which means that the tall grass in level 2 of kov2 is drawn over the short grass again. :().


Offline blueonhell

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Re: IQ's PGM WIP
« Reply #68 on: March 08, 2009, 11:53:54 PM »
thanks iq_132 hope KOVSH work

Offline iq_132

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Re: IQ's PGM WIP
« Reply #69 on: March 09, 2009, 12:14:56 AM »
thanks iq_132 hope KOVSH work
It doesn't.


Offline blueonhell

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Re: IQ's PGM WIP
« Reply #70 on: March 09, 2009, 03:25:14 AM »

Offline iq_132

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Re: IQ's PGM WIP
« Reply #71 on: March 09, 2009, 06:34:17 PM »
I've modified the drawing routines to speed up PGM.

Atm, kov, orlegend, olds, etc are ~50% faster.  Kov2 & martmast are ~25% faster. ^^  I'm not sure if I can squeeze more speed out of them or not at this point.
« Last Edit: March 10, 2009, 04:30:38 AM by iq_132 »


Offline blueonhell

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Re: IQ's PGM WIP
« Reply #72 on: March 10, 2009, 05:41:46 AM »
Hello I am wondering if you are keeping an eye on the FBA on PSP, would you like to make a modification on the speed of PGM Games? thanks.

Offline iq_132

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Re: IQ's PGM WIP
« Reply #73 on: March 10, 2009, 06:07:11 AM »
Hello I am wondering if you are keeping an eye on the FBA on PSP, would you like to make a modification on the speed of PGM Games? thanks.
Feel free to send me a psp so that I can focus my development on it. J/K. ;) If lbicelyne needs or wants my help, I'm sure he'll ask. 

Btw, anyone mind testing this pgm build?

Code: [Select]
* Changes
 *
 * 03-10-2009
 *  Added another speed hack
 *  - detects idle loops (cpu loops, waiting for something to do) and skips them
 *  - Massive speedup! Helps kov2 (and clones) more than martmast though...
 *  Added a function to the arm7 core to enable idle loop skip
 *  - Must manually find address where loop starts
 *  Added region hack for kov2p & kov2p205
 *
 * 03-09-2009
 *  Reduced amount of ram used by tiles
 *  - Also a tiny speedup for background tile drawing
 *  Added speed hack (not a lot faster)
 *  - burns 66 cycles from 68k or arm7 whenever triggered
 *  Greatly sped up the sprite drawing routine
 *  - cpu usage drops 20-40% depending on the game
 *  Added transparency table for background tiles
 *  - Small speedup for background drawing
 *  Added different routine for drawing background tiles without row scroll
 *  - Small speedup for background drawing
 *  Added transparency table for text tiles
 *  - Small speedup
 *
 * 03-08-2009
 *  Added XingXing's Oriental Legends Special/Super protection simulation
 *  Fixed a crash if tile accessed is outside available tiles
 *  Fixed a crash if sample is accessed outside of available
 *  Added input opposite clearing
 *  Cleaned pgm_run.cpp a bit
 *  Renamed protection & reset routines

http://www.fbadev.info/iq_132/fba_029704_pgm4.zip



Offline Haze

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Re: IQ's PGM WIP
« Reply #74 on: March 10, 2009, 06:22:19 AM »
I've modified the way the PGM priority works for Mame 0.130u1 to hopefully fix the bugs shown here in MAME (there is a bit of a speed hit as a result right now, but I haven't tired optimizing it)  I'd appreciate it if people could run through the (working) games after the next release.

As for XingXings kov2p hacks, sorry, they're not acceptable in MAME.  The real ARM rom should be dumped instead, hacking another one isn't a valid solution from our point of view.