S.T.U.N. Runner for Analogue Pocket 0.2.0
S.T.U.N. Runner for Analogue Pocket 0.2.0
The 3D scenes now render at the arcade's 20 frames per second (0.1.x ran them at 15), and the boot and attract sequence runs within 18 frames of MAME's timeline instead of about 150.
The cause of both was one piece of the graphics processor's memory glue: the TMS34010 clears the screen with VRAM shift-register row transfers, and the core moved each row through SDRAM a word at a time, freezing the graphics processor for most of every fourth frame. Rows now go through SDRAM burst writes, copying the source row's current contents exactly as MAME does.
Also in this release (from 0.1.0): GSP host-port accesses are served between the chip's memory cycles (the attract demo's starfield band), and the 68k's sound commands are paced past the 6502's NMI dead spot (the mid-level sound drone).
Installing
-
Copy
Cores/,Platforms/andAssets/from the zip onto the root of the Pocket's SD card. -
Build the ROM image from your own MAME
stunrunromset and copy it toAssets/stunrun/common/stunrun.rom:python3 mra_build.py stunrun.mra stunrun.zip
Python 3 only; the script checks every ROM's CRC32 and the finished image's md5.
Assets/stunrun/common/README.txton the card explains the same steps. No ROMs are included.
Controls
D-pad or left stick: steer and pitch (the yoke; a centred yoke is the arcade's "lowered" position). A / X / R: fire. B / Y / L: boost. Select: coin. Start: start.
Known differences from the arcade
- For a few seconds while the core loads, before the game clears its frame buffer, the picture shows whatever the previous core left in memory.