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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
---|---|---|---|---|---|
01989 | Core | Minor | Always | Jul 8, 2008, 06:42 | Oct 10, 2021, 06:32 |
Tester | emuman | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Open | OS | Windows XP/Vista 32-bit | |
Status [?] | Confirmed | Driver | |||
Version | 0.126 | Fixed in Version | Build | Normal | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 01989: captcomm: m68k / m68000 core: inconsistency between real board and mame | ||||
Description |
captcomm demo screen, Captain Commando's electric shock should be facing right. Mack's demo replay is totally incorrect, other's too. Verified on arcade and on any m68k ASM based emulator such as mame 0.67, nebula, kawaks, fba (asm) the problem is in the C version of m68k core |
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Steps To Reproduce | |||||
Additional Information | FYI another related report by me: 01040 | ||||
Github Commit | |||||
Flags | Verified with Original | ||||
Regression Version | |||||
Affected Sets / Systems | captcomm | ||||
Attached Files
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asm.png (13,077 bytes) Jul 8, 2008, 06:42
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c.png (13,054 bytes) Jul 8, 2008, 06:43
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Relationships
Notes
11
No.01538
Fujix Administrator
Jul 8, 2008, 12:23
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I confirmed the existence of the issue. |
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No.01539
robiza Developer
Jul 8, 2008, 12:51
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a cpu flag? strange! there're a lot of games with a 68000 cpu and only one visible bug? |
No.01541
Haze Senior Tester
Jul 8, 2008, 16:05
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it could be a timing thing.. I haven't checked. There have been other bugs that occurred with the C 68k core but not the ASM 68k core due to timing. The timing on the C core is more accurate, but if the timing of the rest of the emulated system isn't (and CPS1 isn't) then it can give a false impression, especially if 'random' number generation is done by the game. (of course, there might really be a bug..) |
No.01542
Kold666 Developer
Jul 8, 2008, 16:11
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Confirmed with my pcb. it seems the attract mode is different! it reminds me Do run run which has a similar problem comparing to the pcb and Nicola told me it's a cpu syncro problem |
No.01547
robiza Developer
Jul 8, 2008, 19:21
edited on: Jul 8, 2008, 19:22 |
yes, probably it's a timing issue not sure! the clock of cpu it's confirmed (10 MHz)? with 12 Mhz the bug disappear! (other emulators and old mame maybe use different clock) |
No.01551
Kold666 Developer
Jul 8, 2008, 20:40
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yes, with a 120% overclock is like the pcb, but mine has a 10mhz clock |
No.01554
Haze Senior Tester
Jul 8, 2008, 21:42
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how about underclocks? the waitstates slow the real CPS hardware down... anwyay, based on what's been said, chances are it isn't a 68k bug. The 68k timings are more accurate than the timings in the CPS1 driver, which has various waitstates and delays during palette DMA that aren't emulated at all. |
No.01556
Kold666 Developer
Jul 9, 2008, 04:39
edited on: Jul 9, 2008, 04:40 |
yes, if you underclock to 96% the game behave correctly. 97% is not sufficient! |
No.06431
Layne Tester
Jul 25, 2010, 08:38
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Bug confirmed too by the video taken from the original Captain Commando (910928) pcb: http://www.mametesters.org/view.php?id=3956 |
No.18387
Fortuna Tester
Jan 16, 2021, 03:22
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Can confirm this bug and the cpu clock "Must" be underclock to 60% to 65% for runs correctly (mame 227), using the japanese version for the side by side The cps1 68000 need a dump, is possible had differents clock timing like sf2 turbo |
No.19332
xll Tester
Oct 10, 2021, 06:32
edited on: Oct 10, 2021, 06:40 |
PCB compare with MAME side by side. http://mametesters.org/file_download.php?file_id=5856&type=bug |