Matt Ownby wrote:
HowardC wrote:
Both Versions of cliffy are broke. The game seems to freeze just when the laserdisc is supposed to go into attract mode.
can you try this using 'noldp' mode and report what happens?
It no longer freezes on attract mode or the "player1 ready" screen. However, it still gives the "unsupported port" error in the log.
--DAPHNE version 0.99.7pre3
--Command line is: daphne cliff noldp -nohwaccel
--CPU : AuthenticAMD 1900 MHz || Mem : 512 megs
--OS : Windows XP/.NET || Video : RADEON 9600 SERIES
Set 640x480 at 32 bpp with flags: 0
Initializing sound system ...
No joysticks detected
Remapping input ...
Loading compressed ROM image cliff_u1.bin...8192 bytes read.
Loading compressed ROM image cliff_u2.bin...8192 bytes read.
Loading compressed ROM image cliff_u3.bin...8192 bytes read.
Loading compressed ROM image cliff_u4.bin...8192 bytes read.
Loading compressed ROM image cliff_u5.bin...8192 bytes read.
Loaded 2048 bytes from ./ram/cliff.gz
Booting ROM ...
Play
Pause
Search to 6 received
Search success!
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
Play
Search to 1547 received
Search success!
Play
Saved 2048 bytes to cliff.gz
Shutting down sound system...
Shutting down video display...
Also about the overlays..... I've noticed they are acting odd in a number of games, and I can tell it's the overlays, because on games where the start screen is a solid color, generated by the overlay, I can see the mpeg playing underneath for about 1/4 of an inch along the bottom. (That is unless they are supposed to act that way, you would know more than I on that matter.) In other words it's offset too high. I appears to be any game running on astron belt hardware. It's hard to tell with abelt itself though, as it doesn't have any solid screens and the aiming doesn't have to be very accurate. There may be more though, I'll try to check them all this evening.
Also there is evidence that the mach3 overlay is indeed the culprit. Play the mach 3 version of cobra comand and get yourself blown up. The red screen that is supposed to cover the entire playfield falls short on the right side about a quarter of an inch, suggesting to me that the non-static overlays (targets, bullets ect) are offset slightly to the left, just as we saw in mach3. In the cvs builds of mach3, the targets seemed to be in the right position, or at least closer to it. Maybe in the case of mach3 it's a combination of both, but in cobra command it's quite obvious.
I hope some of this helps.