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Re: Would be great if this core got the Srg320 treatment.

Posted: Tue Jun 23, 2020 11:19 pm
by mario64
Yes. Thank you so much for these improvements!

Re: Would be great if this core got the Srg320 treatment.

Posted: Thu Jun 25, 2020 3:25 pm
by SegaSnatcher
Yes, all these fixes are greatly appreciated and makes this core that much closer to where it deserves to be.

Though I wonder, are most of the remaining bugs mainly PPU or CPU issues?

Re: Would be great if this core got the Srg320 treatment.

Posted: Sat Jun 27, 2020 8:46 am
by Mills
Awesome improvements!

I tested several demos with lots of weird effects, and they were nearly perfect, :).

Re: Would be great if this core got the Srg320 treatment.

Posted: Sun Jun 28, 2020 7:24 pm
by maniac79
I‘m very happy to see active development here and immediately noticed vast improvements in Castlevania 1 on GB.
Gone is the messy timer on top and when climbing a rope from one screen up to another, the sprite is correctly drawn.
Amazing! :)
I noticed some serious screen tearing though when moving the character from left to right. I was wondering if this is something that is known and/or can/should be fixed or if this just „works as designed“?

Thanks for the great work, it‘s much appreciated! :)

Re: Would be great if this core got the Srg320 treatment.

Posted: Mon Jun 29, 2020 11:25 pm
by brNX
maniac79 wrote: Sun Jun 28, 2020 7:24 pm I‘m very happy to see active development here and immediately noticed vast improvements in Castlevania 1 on GB.
Gone is the messy timer on top and when climbing a rope from one screen up to another, the sprite is correctly drawn.
Amazing! :)
I noticed some serious screen tearing though when moving the character from left to right. I was wondering if this is something that is known and/or can/should be fixed or if this just „works as designed“?

Thanks for the great work, it‘s much appreciated! :)
https://github.com/MiSTer-devel/Gameboy ... -647822794

Castlevania 1 is a glitchy and slow game unfortunately

Re: Would be great if this core got the Srg320 treatment.

Posted: Fri Jul 03, 2020 11:31 am
by vanfanel
@brNX: Is it me or you finally got the Super Hunchback tittle screen right with the latest version of the core? :o :o :o

Re: Would be great if this core got the Srg320 treatment.

Posted: Fri Jul 03, 2020 12:02 pm
by brNX
vanfanel wrote: Fri Jul 03, 2020 11:31 am @brNX: Is it me or you finally got the Super Hunchback tittle screen right with the latest version of the core? :o :o :o
All the credit goes to paulbnl , and yeah it's finally gone :D

Re: Would be great if this core got the Srg320 treatment.

Posted: Mon Jul 06, 2020 2:49 pm
by vanfanel
@brNX, @paulnb: Thanks for this! It shows how accurate this public Gameboy now is :D
There's still some strange cracking sound in Super Hunchback when you press start on the tittle screen, before the game starts, like "tac tac tac tac tac tac tac!", can you see/hear it? Also happens after the bonus rounds, when bonus counting is being done.

Re: Would be great if this core got the Srg320 treatment.

Posted: Mon Jul 06, 2020 5:20 pm
by brNX
vanfanel wrote: Mon Jul 06, 2020 2:49 pm @brNX, @paulnb: Thanks for this! It shows how accurate this public Gameboy now is :D
There's still some strange cracking sound in Super Hunchback when you press start on the tittle screen, before the game starts, like "tac tac tac tac tac tac tac!", can you see/hear it? Also happens after the bonus rounds, when bonus counting is being done.
Yup, there's definitely odd behaviour there

Re: Would be great if this core got the Srg320 treatment.

Posted: Fri Jul 24, 2020 10:33 pm
by brNX
@vanfanel

I think I have good news , my latest PR fixed it , at least I don't manage to reproduce it again.

Re: Would be great if this core got the Srg320 treatment.

Posted: Tue Jul 28, 2020 9:34 am
by vanfanel
@brNX: That's great! I will test it as soon as there is a build with that... :)

Re: Would be great if this core got the Srg320 treatment.

Posted: Mon Jan 04, 2021 7:18 pm
by SegaSnatcher
WOW, would have never thought that 8 months later the GB core would shape up to where its at now. Absolutely amazing, thank you to everyone who contributed to making this core that much better.

Paulb, BRNx and FPGAZumSPass, you should all be proud of your work, this core deserved it.

Re: Would be great if this core got the Srg320 treatment.

Posted: Mon Jan 03, 2022 9:53 am
by SegaSnatcher
Didn't feel like a new thread was appropriate for this post so just posting in this thread instead.

https://github.com/MiSTer-devel/Gameboy ... issues/143

I'm kinda surprised we are almost a year since I posted the Gameboy issue above and not a single dev has even commented. Is there really no interest from any dev into even looking into this issue that affects a lot of games? I don't feel its a minor issue at all. I understand devs will work on what they want on their own time, but I feel like this would be an issue worthy of being prioritized given the list of games that are affected. I am extremely happy to see more mapper support and such, but just wondering if anyone has taken a look into this issue behind the scenes. Thank You

Re: Would be great if this core got the Srg320 treatment.

Posted: Mon Jan 03, 2022 10:07 am
by LamerDeluxe
I remember that bug ruining my Defender and Cannon Fodder GBC games on my GBA.

Re: Would be great if this core got the Srg320 treatment.

Posted: Mon Jan 03, 2022 10:13 am
by SegaSnatcher
LamerDeluxe wrote: Mon Jan 03, 2022 10:07 am I remember that bug ruining my Defender and Cannon Fodder GBC games on my GBA.
Yeah its odd. If MiSTer Gameboy core was trying to emulate how GBA plays GBC games then I guess you can call it accurate, but I would assume the goal is to make it behave like an actual GBC.

Re: Would be great if this core got the Srg320 treatment.

Posted: Mon Jan 03, 2022 10:18 am
by LamerDeluxe
SegaSnatcher wrote: Mon Jan 03, 2022 10:13 am
LamerDeluxe wrote: Mon Jan 03, 2022 10:07 am I remember that bug ruining my Defender and Cannon Fodder GBC games on my GBA.
Yeah its odd. If MiSTer Gameboy core was trying to emulate how GBA plays GBC games then I guess you can call it accurate, but I would assume the goal is to make it behave like an actual GBC.
I wonder what the difference is in how this works on the GBC and GBA and why the MiSTer core turned out the same way the GBA plays the digital audio.