Author Topic: Potator  (Read 5264 times)

gameblabla (OP)

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Potator
« on: September 09, 2015, 05:07:19 am »

After Gameblabla's Oswan, i have decided to take a look at Potator, a Watara Supervision emulator.
Honestly, most games on it are crap. (with only some being decent)

What i have done so far:
- GUI from Gameblabla's Oswan.
- Fixed sound crash with Olympic Trials, it now works with sound support.

What i have still not done :
- Some games don't have any audio, strange...
- Fix menu

You can download the new opk here.
« Last Edit: October 03, 2016, 09:57:27 am by gameblabla »

zhongtiao1

Re: Potator
« Reply #1 on: September 20, 2015, 09:18:13 pm »
First of all, thank you for being the one person who cares enough about the supervision to improve the emulator. :)

Second, crystball still doesn't work, which you probably already know, soccer champion is sketchy when played. Lots of lag and no sound. All Bon treasure games now have sound! Thank you!

Third, on the ROM select screen, you can't hold down the down arrow to move quickly through the list, and it doesn't loop. Granted, most people don't have 46 watara supervision ROMs and don't have this problem :D love the new icon.

zhongtiao1

Re: Potator
« Reply #2 on: November 06, 2015, 11:50:19 pm »

After Gameblabla's Oswan, i have decided to take a look at Potator, a Watara Supervision emulator.
Honestly, most games on it are crap. (with only some being decent)

What i have done so far:
- GUI from Gameblabla's Oswan.
- Fixed sound crash with Olympic Trials, it now works with sound support.

What i have still not done :
- Some games don't have any audio, strange...
- Be able to take screenshots
- Save states

You can download the new opk here.
Any news? Crystball is really fun when it works. And the minor thing with the ROM select menu.

gameblabla (OP)

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Re: Potator
« Reply #3 on: October 03, 2016, 09:56:49 am »
Bump.

I have not fixed the audio issue with some games but i have added save/load states options to
the menu.

com64

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  • Posts: 67
Re: Potator
« Reply #4 on: October 05, 2016, 12:11:28 am »
The reason some games are missing audio is because audio DMA is not completely implemented in the source code. In fact, some games have both normal audio and DMA and are missing the latter.

gameblabla (OP)

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Re: Potator
« Reply #5 on: October 05, 2016, 12:41:26 pm »
It seems you are right because removing the dma code does the same thing as keeping it.
Looks like Alekmaul has not properly switch the sound engine to MESS/MAME.
I tried several things but it seems the issue is even deeper than the dma code itself...

I could either try to switch back to the old sound engine or port a minimal version of MAME which supports the supervision
to the zero.

com64

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Re: Potator
« Reply #6 on: October 05, 2016, 01:05:51 pm »
At first it looks like the assembly commands for audio dma aren't being properly/fully mapped so aren't all going through to the audio subsystem. If you could help me find some information/documentation on opcodes and registers for this platform (watara supervision / 65c02) I could help.
« Last Edit: October 05, 2016, 01:07:39 pm by com64 »

gameblabla (OP)

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Re: Potator
« Reply #7 on: October 05, 2016, 10:12:15 pm »
At first it looks like the assembly commands for audio dma aren't being properly/fully mapped so aren't all going through to the audio subsystem. If you could help me find some information/documentation on opcodes and registers for this platform (watara supervision / 65c02) I could help.
Actually, DMA was not working because i accidently disabled it.
Oops... Well, i fixed that.
Sadly, there are still some games without any audio at all.

I suspect it is in fact the FM chip that is not emulated properly.
It seems that only one channel is emulated.
I will take a closer look at it.

There is unfortunely no comprehensive documentation for the Supervision but here is some code :
https://github.com/cc65/cc65/blob/709ee6a28b1375222d44590a57e93d732966f8bf/include/supervision.h
Gives some adresses to some things like the LCD, DMA (0x2018)..

MAME's Supervision, including the sound driver Alekmaul took it from :
https://github.com/mamedev/mame/blob/ba28590ba9d7213346cff348dd30691dba09f6d2/src/mame/audio/svis_snd.cpp
https://github.com/mamedev/mame/blob/ba28590ba9d7213346cff348dd30691dba09f6d2/src/mame/drivers/svision.cpp

zhongtiao1

Re: Potator
« Reply #8 on: October 09, 2016, 09:41:23 pm »
At first it looks like the assembly commands for audio dma aren't being properly/fully mapped so aren't all going through to the audio subsystem. If you could help me find some information/documentation on opcodes and registers for this platform (watara supervision / 65c02) I could help.
Actually, DMA was not working because i accidently disabled it.
Oops... Well, i fixed that.
Sadly, there are still some games without any audio at all.

I suspect it is in fact the FM chip that is not emulated properly.
It seems that only one channel is emulated.
I will take a closer look at it.

There is unfortunely no comprehensive documentation for the Supervision but here is some code :
https://github.com/cc65/cc65/blob/709ee6a28b1375222d44590a57e93d732966f8bf/include/supervision.h
Gives some adresses to some things like the LCD, DMA (0x2018)..

MAME's Supervision, including the sound driver Alekmaul took it from :
https://github.com/mamedev/mame/blob/ba28590ba9d7213346cff348dd30691dba09f6d2/src/mame/audio/svis_snd.cpp
https://github.com/mamedev/mame/blob/ba28590ba9d7213346cff348dd30691dba09f6d2/src/mame/drivers/svision.cpp

Why does crystball work in the windows version, but not the gcw0 version?

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gameblabla (OP)

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Re: Potator
« Reply #9 on: October 10, 2016, 12:04:16 am »
Why does crystball work in the windows version, but not the gcw0 version?
What Windows version ?
If you're talking about MAME/MESS, then no wonder crystball works on it.
I still don't know why Crystballs don't work on it. (but it didn't work on alekmaul's version either)

zhongtiao1

Re: Potator
« Reply #10 on: October 13, 2016, 11:52:06 pm »
Why does crystball work in the windows version, but not the gcw0 version?
What Windows version ?
If you're talking about MAME/MESS, then no wonder crystball works on it.
I still don't know why Crystballs don't work on it. (but it didn't work on alekmaul's version either)

The windows version of potator v0.7

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gameblabla (OP)

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Re: Potator
« Reply #11 on: October 14, 2016, 12:36:33 am »
The windows version of potator v0.7
Okay, thanks.
I will look at it after i'm done with the SuperTuxKart port.

zhongtiao1

Re: Potator
« Reply #12 on: October 15, 2016, 05:15:42 pm »
The windows version of potator v0.7
Okay, thanks.
I will look at it after i'm done with the SuperTuxKart port.

Could it be that there is some sort of linking problem whenever crystball is run? It always starts up by saying travellmate, but every other game says supervision on boot.

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gameblabla (OP)

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Re: Potator
« Reply #13 on: October 16, 2016, 04:19:47 am »
Could it be that there is some sort of linking problem whenever crystball is run? It always starts up by saying travellmate, but every other game says supervision on boot.
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No.

I think it is a regression Alekmaul introduced somewhere in the emulator.
I've got to say, this isn't' the first time he did so.
When i worked on Oswan, he made lots and lots of changes that broke a lot of games.
In that case, i ended up working from scratch.

I think i will start from scratch for this one as well.

zhongtiao1

Re: Potator
« Reply #14 on: October 16, 2016, 06:24:51 pm »
Could it be that there is some sort of linking problem whenever crystball is run? It always starts up by saying travellmate, but every other game says supervision on boot.
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No.

I think it is a regression Alekmaul introduced somewhere in the emulator.
I've got to say, this isn't' the first time he did so.
When i worked on Oswan, he made lots and lots of changes that broke a lot of games.
In that case, i ended up working from scratch.

I think i will start from scratch for this one as well.

Okay, cool. A bit off-topic, but the MESS source code for the mega duck handheld system uses the same core as the gameboy does. Would it be possible to add mega duck support to the gameboy emulator we have (ohBoy)?

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