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peter ferrie
MAME Fan
Reged: 10/06/10
Posts: 46
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improving Funky Ball emulation
#273205 - 01/16/12 06:02 AM


Once the FPU patch is applied, this one needs a timer of some kind hooked up to ports 0x36e (high 8 bits) and 0x36f (low 8 bits). The game expects that the value read from port 0x36f will return an even number within a certain timeframe, followed by an odd number within a certain timeframe. In absence of either of those, an error message appears repeatedly.
The timer is used to determine the frameskip rate, and thus what to display on the screen.
There's bound to be more things than just that, but it's one step in the right direction.



Phil Bennett
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Reged: 04/20/04
Posts: 888
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Re: improving Funky Ball emulation new [Re: peter ferrie]
#273234 - 01/16/12 11:51 AM


> Once the FPU patch is applied, this one needs a timer of some kind hooked up to ports
> 0x36e (high 8 bits) and 0x36f (low 8 bits). The game expects that the value read from
> port 0x36f will return an even number within a certain timeframe, followed by an odd
> number within a certain timeframe. In absence of either of those, an error message
> appears repeatedly.
> The timer is used to determine the frameskip rate, and thus what to display on the
> screen.
> There's bound to be more things than just that, but it's one step in the right
> direction.

VBlank flag perhaps?

Well spotted on the dodgy single precision ops. I'd actually started to rewrite the x87 implementation when your patch came in (to support 80-bit precision, tag word updates and exception handling among other things) but it was good to have the fix in the meantime.

With my WIP x87 rewrite, I see this:





Kale and I suspect the bad textures are due to incorrect flash ROM loading. The game also needs flash ROM saving implemented for service mode to work correctly.


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