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V9990 bug related to R#22 #90
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Hello... Wow, that's odd. Thanks for reporting!
You mean then that it is impossible to disable only the pattern layers A
and/or B and leave the sprites active?
Paulo
…On Wed, Nov 30, 2022 at 7:18 PM André Baptista ***@***.***> wrote:
Hi guys, me and some fellows on MSX.org found a bug on the V9990
implementation, more specifically on R#22:
The two higher bits (bits 7 and 6) are supposed to disable layers AND
sprites, not just the tile patterns layer.
The documentation <http://msxbanzai.tni.nl/v9990/manual.html>states:
SDA: Set to "1" to disable layer "A" and sprites.
SDB: Set to "1" to disable layer "B" and sprites.
The discussion can be viewd here
<https://www.msx.org/forum/msx-talk/development/samurai-shodown-unplayble-demo-on-msxv9990?page=3>
(page 4 onwards).
If necessary I can provide a test ROM showing the bug.
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I made some ROMs to help openMSX folks to fix this same issue on openMSX: openMSX/openMSX#1466 Maybe it helps here too. |
@albs-br I think this is an easy fix in the WebMSX code; and I downloaded all 4 example ROMs, but it's not fully clear to me what the expected 'output' on screen is (don't have a real V9990 either); given the MSX.org thread linked from the OpenMSX ticket doesn't have any pictures (anymore ?) for me to check and it you also mentioned that variant D looks different on real hardware from what you described originally / above ? And it also isn't fixed in OpenMSX 20 either.
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Hi guys, me and some fellows on MSX.org found a bug on the V9990 implementation, more specifically on R#22:
The two higher bits (bits 7 and 6) are supposed to disable layers AND sprites, not just the tile patterns layer.
The documentation states:
SDA: Set to "1" to disable layer "A" and sprites.
SDB: Set to "1" to disable layer "B" and sprites.
The discussion can be viewd here (page 4 onwards).
If necessary I can provide a test ROM showing the bug.
The text was updated successfully, but these errors were encountered: