OK. Now testing the demo in UniPCemu...
So far it starts out fine until the vertical color scrolling (after 'pushing the boundaries') at least.
One weird thing is that the overscan is black when the demo starts until the pushing the boundaries sets it to blue?
Continuing the demo...
Vertical raster bars thing works properly.
Blocky graphics as well...
OK. Mostly went fine, but somehow the overscan seems to always seems to be black?
During the 3D vector part. it runs almost 100%, except the area between the 3D object going up and down has black between the jumping area and the top and bottom static pictures?
Then sometime later during the watery effect on the elephant/goblin/chaplin part the display is recognisable, but the rendering goes wrong somewhat (the CPU speed crawling to 2% realtime speed). You'd almost think that the CPU is in IPS clocking mode instead of cycle-accurate mode. Or it's going slightly wrong combined with the RAM hammering being too much with the latest RAM optimizations since 8088 MPH ran (didn't verify that part yet).
Then some static screens like with the woman with the glasses part, which render fine.
Finally the end credits look slightly garbled?
The attachment garbled credits.png is no longer available
It's almost like every 8 scanlines it's off by 1 character clock (shifted to the left)?
Its seems to match the pattern seen at the right border of the active display?
The effect on the bottom half of the screen looks to be running fine, although has the same issues as the top half (but mirrored vertically ofc).
It looks like the start each scanline of the credits is sometimes moved left by 2 or 3 character clocks. This static pattern seems to repeat on all scanlines?
Like:
0
3
0
0
0
0
0
3
0
3
(repeated for the entire height of the screen)
The above being character clocks shifted left.
It doesn't seem to move in any way while the credits are playing, so that would be an indicator it's properly running in cycle-accurate mode and the top of the screen is at a non-moving position (so that's correct at least)?
So basic scanline timings would be fine, but within seems to depend on what scanline it's rendered at (with some scanlines shifted off-screen, depending on line number modulo something)?
The wavy line effect seems to be running fine on the credits screen. It's just the characters being shifted probably, depending on the line number (it seems to be static accross the screen and not moving, which is a good sign)?
Looking closely, you can see that the pattern of the red sun shifts matches the pattern on the right border (sun shifted left equals added pixels on the right border of the image).
1:22:18 of recording: Viler greets message with 2 rows done. Very slow at 2% realtime speed 😒
Edit: Thinking about it, the shift to the left is exactly one character width in the font displayed in the red background? Don't think that's a coincidence.
After all that, luckily no spaghettification detected. So the main weird things that happened was the chaplin/alien/etc. image being superimposed on a part of itself somehow (running at 2% as well), the overscan always being black (except at the end on the intro it became blue until 'widening' happened, black for the remainder of the demo), the credits having a off-by-one character issue depending on the scanline on the screen (it has a distinctive pattern repeated accross about every 8 or 16 scanlines). It looks like it's repeating every 3 text rows at the credits (the 2nd text row having something extra shifted). The first extra shift being at the greets rows (right at the first and third scanline of it).
The attachment area5150credits scanlines off.png is no longer available
Edit: Little bit of sound capture (this is at the part the red R is displayed in the recording) during the credits:
https://www.dropbox.com/s/79nmig8ltnhs6i5/are … apture.wav?dl=0
The capture of most of the demo is still to come... Uploading atm.