Need to look into this when I get some time (I'm scrambling to get an entry in for next week's #hololens_challenge) but I wonder if it has something to do with the game accessing VRAM using non-32-bit accesses? Total long shot here and I forgot what Supermodel does exactly but I do seem to recall that most games will touch VRAM in 32-bit words and I don't think I ever wrote handlers for, say, 16-bit or 8-bit accesses. Maybe they're possible after all.
All the text in the background is drawn as polys. So what's onscreen in the 2d layers is about as simple as possible So hopefully wont be too hard to debug
case 0xF1: //printf("Tilegen READ 16\n"); data = TileGen.ReadRAM((addr & 0x1FFFFF)); return FLIPENDIAN16(data);
Do it only for ram access, don't know if registers are accessed in the read16 method. Only Bart can correct this rigorously This corrects the vertical black bars but not the speed of the scrolling, cool ++
I've just integrated a proper fix into my branch but realized that I can't push it due to the other changes I have in there. Tuesday evening I will make a fix to the public branch. I've added support for reading/writing 8- and 16-bit values.
Ian: please don't commit any tilegen-related fixes. I'll take care of this.