Search found 193 matches

by notaz
Thu Sep 09, 2010 9:29 am
Forum: Tools
Topic: New Sprite editor
Replies: 12
Views: 12211

-m32 only makes that one item being compiled output 32 bit object code. As long as the rest of the makefile links together those 32 bit object files with 32 bit libraries, it shouldn't be an issue. The main problem is that most people just use lib specs like -lc or -lm, which on 64 bit machines are...
by notaz
Sat Aug 28, 2010 7:14 pm
Forum: Demos
Topic: SMD music rips
Replies: 12
Views: 15769

The links seem to be dead, and I have trouble finding this on HardWareMan's site. HardWareMan, can you bring those back? I'm mainly interested in DuckTales Moon track that I remember was there but I'm unable to find the ROM any more.
by notaz
Mon Aug 23, 2010 11:34 am
Forum: Megadrive/Genesis
Topic: Found an interesting link - Accolade Vs Sega 1992 Law Case
Replies: 8
Views: 6970

I found this part interesting: After expedited discovery and a hearing, the district court granted Sega’s motion. Prior to the hearing, Sega introduced the declaration of Takeshi Nagashima, an employee of Sega. Nagashima stated that it was possible either to create a game program which did not conta...
by notaz
Mon Aug 23, 2010 10:11 am
Forum: Video Display Processor
Topic: 2-cell vertical scrolling + horizontal scrolling
Replies: 36
Views: 30697

Wow that's pretty random. Why those offsets exactly I wonder?
by notaz
Wed Aug 11, 2010 9:17 am
Forum: Megadrive/Genesis
Topic: IDEA for enhanced graphics (better than Scale2x, HQ2x, etc
Replies: 6
Views: 6026

Tiles are often stored compressed in ROM and decompressed by 68k while being loaded to VRAM. There is also line scrolling and vertical column scrolling to worry about, also animated tiles in some cases. Even if tiles are stored plain and just copied to vram the emulator would have hard time tracking...
by notaz
Tue Aug 10, 2010 9:10 am
Forum: Tools
Topic: Megadrive SDK
Replies: 25
Views: 23776

Works from here.
by notaz
Mon Aug 09, 2010 2:01 pm
Forum: Hardware
Topic: AV output ntsc/pal
Replies: 5
Views: 7770

HardWareMan wrote:But it take color carrier from VDP, wich valid for NTSC only with 53.634165MHz MCLK
53634165? All sources I've seen so far list 53693100, for example this image:
http://interbutt.com/postimages/genesis1_pcb.jpg
by notaz
Fri Jun 18, 2010 12:56 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 865
Views: 2422033

I can donate a bit for this too. For great justice! (and maybe for some raw pics too)
by notaz
Mon May 17, 2010 1:39 pm
Forum: Video Display Processor
Topic: 2-cell vertical scrolling + horizontal scrolling
Replies: 36
Views: 30697

And what about "Contra Hard Corps", wich used 2-cell vertical scrolling to? I didn't noticed this one, is it used in a particular level ? First level, when that big one-eyed robot appears. some more that I remember: - Lava Reef boss in Sonic & Knuckles, - The flying battleship in Gunstar Heroes - A...
by notaz
Thu Apr 08, 2010 10:07 am
Forum: Hardware
Topic: Everdrive-MD Flash Cart
Replies: 24
Views: 35546

Re: Everdrive-MD Flash Cart

When his web site says it doesn't work with 32X games, what it means is it doesn't work with the 32X. While the menu starts, it won't properly erase the flash, nor does it burn the game to flash. Even MD games don't work with the Everdrive-MD through the 32X. Hmh, I wonder what's the reason for thi...
by notaz
Mon Mar 29, 2010 12:03 pm
Forum: Megadrive/Genesis
Topic: Unreleased Megadrive game from Digital Illusions demoed
Replies: 7
Views: 9559

MottZilla wrote:Looks pretty cool and seems like a real shame they canceled it. Hopefully they'll manage to release it to the public domain somehow.
Agreed.

It was said "13 games were canceled [by Psygnosis] in an afternoon meeting", I wonder what the other 12 were.
by notaz
Mon Mar 22, 2010 10:45 am
Forum: Megadrive/Genesis
Topic: relocation truncated to fit
Replies: 25
Views: 15100

Stef wrote:unfortunatly gCC doesn't perform well with 68K, if you need performance, you have to use ASM :-/
Yeah, the same is true for almost anything except x86[_64].
by notaz
Thu Mar 04, 2010 11:46 am
Forum: Super 32X
Topic: Super VDP
Replies: 167
Views: 221439

Chilly Willy wrote:One thing to remember about the frame buffer and bytes - byte writes ALWAYS act like they are to the overwrite area, even when they aren't. Writing a byte of 0x00 to the frame buffer is always ignored.
True, several games even rely on this.
by notaz
Wed Feb 24, 2010 11:49 am
Forum: Video Display Processor
Topic: Megadrive video timings
Replies: 123
Views: 183862

RetroRalph wrote:Since I am using Musashi I needed to handle the case where this happens as it ruins the game display otherwise and Musashi runs on instruction granularity, not cycle.
Then why do you have "cycle accurate" claims all over your site?
by notaz
Mon Feb 15, 2010 1:48 pm
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 89505

One of possible reasons for this is pattern name format - there are no free bits for more subpalette select bits, they would have to cut something to make room for this. Of course they could've make this implicit - scroll and palette planes could have used different palettes, for example.