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shouse: flip not working #767
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Related ticket: #691 |
You have to save the NVRAM content to save the flip option inside the service menu. |
There is no option to save NVRAM |
The same problem occurs in MiSTer. There must be something wrong about the DIP switch definition in the MRA file for that game. |
You are correct, same also in MiSTer |
Still not working? Tried with an update for the core, but still no flip :( |
Interestingly during the loading of the service menu boot during Rom test it does show up in the correct orientation, then flips midway through. I can confirm that flipping in the service menu does resolve the issue but as there's no way to save it it's not useful. There's no Flip option in the core menu, at least when this game is loaded, so there's no workaround for this issue. |
Implementing the flip hardware in commit 30b45df had the side effect of revealing that horizontal games on Namco System 1 hardware are displayed through a mirror in the cabinet. The default option is to have the screen flip. Some of them can be flipped in the service menu (like splatter) but in others (like wldcourt) the service menu fails because of a RAM error. Not a comprehensive table:
Some horizontal games do not appear flipped:
Maybe the best solution will be to provide default values for the NVRAM with games preconfigured with the right flip option. |
I also think the best would be to have a default NVRAM content then. |
I just changed it today so in the release builds it will only save the 2kB for the EEPROM. I haven't tested that change, but the old one was loading the data well on the MiSTer this morning. No EEPROM errors. |
Works fine in release mode on SiDi128. |
Splatterhouse: Flip is still not working in the new release on Analogue Pocket. |
I have tested Splatter House with today's compile all and Flip is still not working on Analogue Pocket. |
The problem is that |
The cause of the issue is that ioctl_wr asserted at the same time when ioctl_addr is incremented, so sel doesn't have time to de-assert. If it would be in a combinatorial block instead of a sequential, then it would work. |
Simple diff to fix:
I can send a PR if desired. |
Would it be ok to delay ioctl_wr by one clock cycle instead in the MiST-related JTFRAME modules? That combinational block is a big large so being able to register it would be good. |
I don't think it's a good idea to put the delay into mist's data_io. If the dump module makes delayed decision, then probably it should delay the appropriate signals itself (just reminds me to delayed cpu_dins at various places, when cpu_din is delayed, but cpu_ok is not...). |
Ok. Let's try with the combinational approach for a while. Sometimes logic is faster than I expect. Could you do the PR so the commit has your name? |
...can be still asserted while it shouldn't, see #767
PR sent! |
As of today, Splatter House is still inverted on the MiSTer. |
It is not inverted in 5807525 (latest version). Try deleting your saved config files. The issue is still open for the Analogue Pocket. MiSTer is fine. |
I deleted every config file for the core:
Updated to latest version via |
In fact, I also overwrote |
I think it's not the RBF but the MRA which mostly counts. Is there a default nvram content in the MRA which you're using? |
This is the exact MRA I am using, which is the same installed by the update_all script: There is an nvram section there, yes, but there's no setting related to image inversion. |
When launching splatterhouse on the analogue pocket and mister (fresh SD card), the game loads upside down. The Rotate Screen option in the OSD doesn't work. When I go into Service mode and toggle the flip option, it does flip, but when exiting, it goes back into upside down.
Also, when you toggle the "Type" option in the Service menu, it also for some reason toggles the flip
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