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Phil Bennett
L'Emuchat
Reged: 04/20/04
Posts: 888
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Re: improving Funky Ball emulation
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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Subject Posted by Posted on
* improving Funky Ball emulation peter ferrie 01/16/12 06:02 AM
. * Re: improving Funky Ball emulation Phil Bennett  01/16/12 11:51 AM

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