Picture of two Justifiers:

Picture of a Super Scope:

Basically, the Justifier is just a gun, and the Super Scope is pretty big and goes on your shoulder to look through.

The second Justifier, as seen here, is plugged in the first one. This is already documented.tetsuo55 wrote:How do the super-scope and justifier differ other than their size?
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
His and her Justifiers perhaps?FitzRoy wrote:Konami could have used orange instead of pink, though. God.
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0af3c3 sbc $02 [$001ddf] A:fe68 X:002d Y:0006 S:1fe9 D:1ddd DB:7e NvmxdIzC V: 2 H:1070
* HDMA @ 2,1100
0af3c5 sta $00 [$001ddd] A:fe65 X:002d Y:0006 S:1fe9 D:1ddd DB:7e NvmxdIzC V: 2 H:1152
0af3c7 inx A:fe65 X:002d Y:0006 S:1fe9 D:1ddd DB:7e NvmxdIzC V: 2 H:1194
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00876d lda $09 [$001ddf] A:7e80 X:0096 Y:0044 S:1fdf D:1dd6 DB:00 NvmXdIzC V:224 H:1194
00876f sta $0200,x [$000296] A:5400 X:0096 Y:0044 S:1fdf D:1dd6 DB:00 nvmXdIzC V:224 H:1232
008772 inx A:5400 X:0096 Y:0044 S:1fdf D:1dd6 DB:00 nvmXdIzC V:224 H:1278
008773 inx A:5400 X:0097 Y:0044 S:1fdf D:1dd6 DB:00 NvmXdIzC V:224 H:1292
008774 stx $0003 [$000003] A:5400 X:0098 Y:0044 S:1fdf D:1dd6 DB:00 NvmXdIzC V:224 H:1306
008777 jmp $87b2 [$0087b2] A:5400 X:0098 Y:0044 S:1fdf D:1dd6 DB:00 NvmXdIzC V:224 H:1338
0087b2 rep #$10 A:5400 X:0098 Y:0044 S:1fdf D:1dd6 DB:00 NvmXdIzC V:224 H:1362
0084f1 rep #$30 A:5400 X:0098 Y:0044 S:1fdb D:1dd6 DB:00 NvmxdIzC V:225 H: 82
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008616 ldx $02 [$000002] A:0220 X:0001 Y:0044 S:1fd0 D:0000 DB:00 nvmXdIzC V:229 H: 178
008618 cpx $03 [$000003] A:0220 X:0090 Y:0044 S:1fd0 D:0000 DB:00 NvmXdIzC V:229 H: 202
00861a beq $8658 [$008658] A:0220 X:0090 Y:0044 S:1fd0 D:0000 DB:00 NvmXdIzc V:229 H: 226
00861c ldy $0200,x [$000290] A:0220 X:0090 Y:0044 S:1fd0 D:0000 DB:00 NvmXdIzc V:229 H: 242
...
008650 ldy #$01 A:5400 X:0098 Y:0000 S:1fd0 D:0000 DB:00 NvmXdIzc V:229 H: 920
008652 sty $420b [$00420b] A:5400 X:0098 Y:0001 S:1fd0 D:0000 DB:00 nvmXdIzc V:229 H: 936
008655 jmp $8618 [$008618] A:5400 X:0098 Y:0001 S:1fd0 D:0000 DB:00 nvmXdIzc V:229 H: 966
[DMA] channel:0 direction:a->b reverse:0 fixed:0 mode:0 b_addr:$2118 a_addr:$7e8000 length:$0400 ( 1024) [dd:0 vram:a800]
* VRAM wa800: 11 [7e8000=11]
008618 cpx $03 [$000003] A:5400 X:0098 Y:0001 S:1fd0 D:0000 DB:00 nvmXdIzc V:235 H:1262
00861a beq $8658 [$008658] A:5400 X:0098 Y:0001 S:1fd0 D:0000 DB:00 nvmXdIZC V:235 H:1286
008658 stx $02 [$000002] A:5400 X:0098 Y:0001 S:1fd0 D:0000 DB:00 nvmXdIZC V:235 H:1308
00865a rts A:5400 X:0098 Y:0001 S:1fd0 D:0000 DB:00 nvmXdIZC V:235 H:1332
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0af3c3 sbc $02 [$001ddf] A:fe68 X:002d Y:0006 S:1fe9 D:1ddd DB:7e NvmxdIzC V: 2 H:1074
* HDMA @ 2,1104
0af3c5 sta $00 [$001ddd] A:fe65 X:002d Y:0006 S:1fe9 D:1ddd DB:7e NvmxdIzC V: 2 H:1160
0af3c7 inx A:fe65 X:002d Y:0006 S:1fe9 D:1ddd DB:7e NvmxdIzC V: 2 H:1206
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00876d lda $09 [$001ddf] A:7e80 X:0096 Y:0044 S:1fdf D:1dd6 DB:00 NvmXdIzC V:224 H:1268
00876f sta $0200,x [$000296] A:5400 X:0096 Y:0044 S:1fdf D:1dd6 DB:00 nvmXdIzC V:224 H:1306
008772 inx A:5400 X:0096 Y:0044 S:1fdf D:1dd6 DB:00 nvmXdIzC V:224 H:1352
008773 inx A:5400 X:0097 Y:0044 S:1fdf D:1dd6 DB:00 NvmXdIzC V:225 H: 2
0084f1 rep #$30 A:5400 X:0098 Y:0044 S:1fdb D:1dd6 DB:00 NvmXdIzC V:225 H: 80
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008616 ldx $02 [$000002] A:0220 X:0001 Y:0044 S:1fd0 D:0000 DB:00 nvmXdIzC V:229 H: 182
008618 cpx $03 [$000003] A:0220 X:0090 Y:0044 S:1fd0 D:0000 DB:00 NvmXdIzC V:229 H: 206
00861a beq $8658 [$008658] A:0220 X:0090 Y:0044 S:1fd0 D:0000 DB:00 nvmXdIZC V:229 H: 230
008658 stx $02 [$000002] A:0220 X:0090 Y:0044 S:1fd0 D:0000 DB:00 nvmXdIZC V:229 H: 252
00865a rts A:0220 X:0090 Y:0044 S:1fd0 D:0000 DB:00 nvmXdIZC V:229 H: 276
Ok, I just tried practice mode a few times, and it didn't do it at all. Then I reset and tried head-to-head as I had before, and I got a few flickers per lap. It also flickered between menu transitions a few times. Strange, I guess I'll have to play a few modes next time we conclude it's being normal.byuu wrote:Odd, Street Racer doesn't flicker at all for me.
I did. We have a pretty huge list now of usual suspects for both sides of the see-saw. If it's tipping even a nanometer to one side, one of them breaks. Byuu has to make it perfectly straight.bobthebuilder wrote:I can't access the WIP, so remember to check out that robocop game that had flickering problems in the past.
It's fixed in the latest WIP, along with that God-aweful Mecarobot Golf game.AamirM wrote:Hi,
I was trying Super Mario Kart in different emulators and just noticed a one line flickering at the end of top screen during the race. It is pretty noticeable and doesn't happen in ZSNES and SNES9X.
stay safe,
AamirM
AamirM wrote:Hi,
I was trying Super Mario Kart in different emulators and just noticed a one line flickering at the end of top screen during the race. It is pretty noticeable and doesn't happen in ZSNES and SNES9X.
stay safe,
AamirM
byuu wrote:New WIP posted.
It adds my new findings on HDMA, which I've posted here:
http://board.zsnes.com/phpBB2/viewtopic.php?t=11804
This effectively fixes Mecarobot Golf once and for all. Interestingly enough, it also eliminates the track line flickering in Super Mario Kart.
Emulation is broken if we don't cover emulate the proper amount of cycles for something.henke37 wrote:Perfect timing matching isn't needed, the games are broken if they can't take a normal sized delay for this.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Mortal Kombat II breaks if you're exactly 6 cycles off from expected timing (but works if you're more than six cycles off.) Jumbo Osaki was failing by 20 cycles. Wild Guns fails if off by two cycles. A couple other games were the same. There are roughly 21 million cycles in a second.Perfect timing matching isn't needed, the games are broken if they can't take a normal sized delay for this.
I typically like the idea of emulating as much as we can ("building blocks" and such), if that means guessing approximate delays, so much the better. But for the DSP-1, adding any delays is even worse in my opinion. Why?Err, not really. Fixed delay for all operations is as dumb as no delay for all operations.
i didn't know this was not the case yet...byuu wrote: emulating the delays would force us to implement the DSP-1 as the dedicated processor that it is
Hi,FitzRoy wrote:AamirM wrote:Hi,
I was trying Super Mario Kart in different emulators and just noticed a one line flickering at the end of top screen during the race. It is pretty noticeable and doesn't happen in ZSNES and SNES9X.
stay safe,
AamirMbyuu wrote:New WIP posted.
It adds my new findings on HDMA, which I've posted here:
http://board.zsnes.com/phpBB2/viewtopic.php?t=11804
This effectively fixes Mecarobot Golf once and for all. Interestingly enough, it also eliminates the track line flickering in Super Mario Kart.
Street Racer is a bitch game to emulate on a Genesis too. It is one game that will later lock up on Kega Fusion. No such problems on Regen though although I did had a hard time making this game running perfectly too.byuu wrote:I still can't get Street Racer to flicker, maybe you guys can? Hopefully not, such a hard-to-trigger bug will be even harder to debug.