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<blockquote data-quote="Arisotura" data-source="post: 9744778" data-attributes="member: 232992"><p>Okay, so for the day's progress:</p><p></p><p></p><p>You know the n°2 glitch I mentioned in the previous post? That one has been a ride. I spent all of yesterday trying to track it, messing with things all over the place, fixing some other bugs in the process...</p><p></p><p>In the end, it happened because the tile cache was being updated while still in use for the previous frame. I added a clever double-buffering mechanism to the tile cache, it fixed that issue and it doesn't seem to impact performance negatively. Well, I was told the DMA is pretty fast.</p><p></p><p>So there's that.</p><p></p><p></p><p>You know, that screen in Tetris Attack that was glitched? Well...</p><p></p><p>[ATTACH=full]297498[/ATTACH]</p><p>It's rendering correctly in the hardware renderer now. Took a bit of extra fix0ring.</p><p></p><p></p><p>I was reminded of another fun glitch: the sky background gradient thing in Donkey Kong Country. Issue there is, it changes the palette midframe, but there are atleast two entries involved. Entry 0 is the backdrop color, and the renderer is equipped to deal with that, no problem. But it also changes some other entries, that are used by the background layer, to achieve a fun fog-like color effect. That's problematic because I don't really see a simple way to support that in the hardware renderer as it is. It would imply somehow keeping track of the different per-line palette colors and integrating them in the tiles as they're decoded, and the tile decoder has no idea where a given tile is going to land onscreen (because, really, it could be used anywhere), so this sucks major balls.</p><p></p><p>Oh well.</p><p></p><p></p><p>Regarding blargSNES itself, I was considering finishing backporting DiscostewSM's fixes from the veryhard branch, fixing up the APT shito so that home-menu suspend and all work correctly, and making that a 1.4 release. How does that sound?</p><p></p><p>I've been having fun with this, but I feel like I'm a few years late to the party, and it doesn't help that the blargSNES emu core isn't as competent as the more mature emulators out there (though I feel it's mostly really plagued by CPU/SPC sync issues).</p><p></p><p>To be honest, my last commit to blargSNES was in November 2015, and that was when 'fun' things happened to me. Long story short, I got sick of univ (and mom being an annoyance about it), moved out of my parents' home, dealt with jobhunting and depression... and then there's my typical ADHD. Probably how I ended up creating melonDS in November 2016.</p></blockquote><p></p>
[QUOTE="Arisotura, post: 9744778, member: 232992"] Okay, so for the day's progress: You know the n°2 glitch I mentioned in the previous post? That one has been a ride. I spent all of yesterday trying to track it, messing with things all over the place, fixing some other bugs in the process... In the end, it happened because the tile cache was being updated while still in use for the previous frame. I added a clever double-buffering mechanism to the tile cache, it fixed that issue and it doesn't seem to impact performance negatively. Well, I was told the DMA is pretty fast. So there's that. You know, that screen in Tetris Attack that was glitched? Well... [ATTACH type="full"]297498[/ATTACH] It's rendering correctly in the hardware renderer now. Took a bit of extra fix0ring. I was reminded of another fun glitch: the sky background gradient thing in Donkey Kong Country. Issue there is, it changes the palette midframe, but there are atleast two entries involved. Entry 0 is the backdrop color, and the renderer is equipped to deal with that, no problem. But it also changes some other entries, that are used by the background layer, to achieve a fun fog-like color effect. That's problematic because I don't really see a simple way to support that in the hardware renderer as it is. It would imply somehow keeping track of the different per-line palette colors and integrating them in the tiles as they're decoded, and the tile decoder has no idea where a given tile is going to land onscreen (because, really, it could be used anywhere), so this sucks major balls. Oh well. Regarding blargSNES itself, I was considering finishing backporting DiscostewSM's fixes from the veryhard branch, fixing up the APT shito so that home-menu suspend and all work correctly, and making that a 1.4 release. How does that sound? I've been having fun with this, but I feel like I'm a few years late to the party, and it doesn't help that the blargSNES emu core isn't as competent as the more mature emulators out there (though I feel it's mostly really plagued by CPU/SPC sync issues). To be honest, my last commit to blargSNES was in November 2015, and that was when 'fun' things happened to me. Long story short, I got sick of univ (and mom being an annoyance about it), moved out of my parents' home, dealt with jobhunting and depression... and then there's my typical ADHD. Probably how I ended up creating melonDS in November 2016. [/QUOTE]
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