> Maybe it's because I'm applying some patches, one of which prevents the program > counter from running off into the weeds early on. I thought the patches came from > MAME but I can't remember. Perhaps you're not using them.
This is what I'm using:
Code:
patch size="32" address="6063c4" data="60000000"/ patch size="32" address="616434" data="60000000"/ patch size="32" address="69f4e4" data="60000000"/ patch size="32" address="64c744" data="60000000"/ !-- dec --
There seems to be plenty of DMA's from 0xC3xx... and they're always to the texture RAM. So, that might explain the missing textures. The entries always look like this:
model3_dma_transfer: source = C3055560 -> 94000000, 174768 model3_dma_transfer: source = 00660010 -> 8E000000, 232 model3_dma_transfer: source = 00661D10 -> 8E001D00, 4096 model3_dma_transfer: source = 0066AA10 -> 8E00AA00, 48 model3_dma_transfer: source = 006736B0 -> 8E0136A0, 4 model3_dma_transfer: source = 0073EF18 -> 88000000, 4 model3_dma_transfer: source = 0073EF18 -> 88000000, 4
As a side note, Ocean Hunter protection is the simple compare-against-plain-text. Yay.
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