Marc Vallribera Ros wrote:
>I have a TurboR GT and I also can't hear sound in the games i have
>tested. I have tried DrMario, Mario Land 1 and Tetris.

Mario Land 1 and Dr. Mario both use the timer interrupt for sound. 
Actually, Dr.Mario is emulated quite fast! I get very good speed in BrMSX 
7Mhz mode. Only the viri in the lower right corner move far too fast, again 
because of timer interrupt, but it does not affect gameplay.

>Tetris
>plays some sound, but VERY slow, like if every note had a duration
>of one second.

Tetris is a problemcase. It uses full CPU power of the gameboy, even though 
its a very simple game. You can speed it up a lot by lowering the CPU 
timing things in the config file. I'm not sure what the ideal settings are 
for good speed.

So indeed, every note seems to have a duration of a second, because the 
emulation is reeeeaally slow :(
I have the complete sourcecode of Tetris on my harddrive (disassembled with 
comments), and as far as I can see it's not easy to create a patch to make 
it run faster.

You see, normally at the end of a interrupt-routine, you should just HALT 
(at least that's what Nintendo says). When GEM encounters a HALT 
instruction, it will skip all cpu processing until an interrupt occurs. 
Tetris doesn't HALT, so it runs very slow.

>Also, when i play with Mario, the screen gets
>"dirty", i mean sometimes there appear some pixels anywhere
>on the screen. I only changed the frameskip (I set it to 2) and
>the renderer (set it to 3) in GEM.CFG, the rest is default.

That's very strange! Please explain some more. Do those pixels stay on the 
screen? Do they move with the scrolling? Can you see if they are sprites?

>yes, i agree! i am very impressed with it! it is VERY good! i never
>thought it could be possible! keep on it! you are doing a great job! :)

Thanks ^_^

Try Castlevania Legends, I believe it runs very nicely! (including sound ;))

Greetz,

                 Patriek


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