> 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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