Search found 246 matches

by cero
Tue Apr 16, 2019 5:13 pm
Forum: Cartridge
Topic: Size limits
Replies: 23
Views: 4155

Re: Size limits

I think many emulators don't bother implementing any limit (beyond a 8-bit var). IIRC I tested mednafen and/or dgen.
by cero
Wed Apr 10, 2019 7:36 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 907

Re: Compiling an emulator for enhanced Megadrive

There's little point to the "Tower of power" when a Saturn is better for all practical purposes.
by cero
Mon Apr 08, 2019 7:38 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 907

Re: Compiling an emulator for enhanced Megadrive

Dgen is a very nice emulator to modify. However, we've had this same discussion on Nesdev about NES and SNES enhancements several times. The conclusion each time is that it doesn't make any sense. If you want to make unlimited games, target a modern platform. "Console X, but enhanced such that only ...
by cero
Tue Mar 26, 2019 6:58 pm
Forum: Megadrive/Genesis
Topic: Space Herrier II and The Sprite Scanline Limit
Replies: 11
Views: 555

Re: Space Herrier II and The Sprite Scanline Limit

Genesis is unified VRAM, no penalty at all.
by cero
Thu Feb 28, 2019 6:44 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 773
Views: 331800

Re: Sega Genesis Dev Kit (SGDK)

The Linux version of SGDK includes newlib, meaning standard funcs like memcmp are available there.
by cero
Wed Jan 02, 2019 10:54 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 2275

Re: Sprite sorting

By adding them first. ;)
by cero
Mon Dec 31, 2018 10:01 am
Forum: Demos
Topic: CVSD Compressed audio example
Replies: 74
Views: 22009

Re: CVSD Compressed audio example

Seems deltas + Huffman would allow a 70-80% lossless 8bit pcm file, but is the z80 fast enough with its bit shifts? Probably not fast enough for 2-4 sfx using such, and music is better off using fm/psg.
by cero
Sun Dec 30, 2018 6:24 pm
Forum: Demos
Topic: Silly little turn based test :)
Replies: 13
Views: 1019

Re: Silly little turn based test :)

Changing button combos would become annoying very soon. Paper Marios do it with one button, but have the timing matter, and it's only a bonus. If the button combo was always the same for a certain attack or spell, and wasn't required for it to land, I could see it working nicely.
by cero
Sun Dec 30, 2018 6:10 pm
Forum: Demos
Topic: CVSD Compressed audio example
Replies: 74
Views: 22009

Re: CVSD Compressed audio example

Besides tuning the encoder, it could easily be turned to a lossless compressor. A quick pass over a random song shows there aren't very many unique u32s, just tens or hundreds of thousands. VQlossless: 256 x 4 samples followed by the number N, then N of codes. Probably 30-60% compression, N could be...
by cero
Sun Dec 30, 2018 8:57 am
Forum: Demos
Topic: CVSD Compressed audio example
Replies: 74
Views: 22009

Re: CVSD Compressed audio example

https://files.catbox.moe/incsd9.zip This zip contains the first bad 10s from both the original Bad Apple and the vq2 version, both in the same 22kHz 8bit mono format. Do you really not hear the difference? The vq2 version is a lot worse. edit: I haven't tried the other formats you mention, and I bel...
by cero
Sat Dec 29, 2018 5:20 pm
Forum: Demos
Topic: CVSD Compressed audio example
Replies: 74
Views: 22009

Re: CVSD Compressed audio example

The youtube video was "AMBTC VQ Audio Demonstration", is that a different VQ? I tried your samples from the prev post, and I think they still sound bad. Bad Apple starts ok but becomes terrible when the vocals start, Harry Potter starts bad, both at the best vq2 version. The higher-compressed ones a...
by cero
Sat Dec 29, 2018 10:17 am
Forum: Demos
Topic: CVSD Compressed audio example
Replies: 74
Views: 22009

Re: CVSD Compressed audio example

I listened to your YT video from 2013, and even the best compressed sample was terrible compared to the baseline... Have things improved since that video?
by cero
Sat Dec 15, 2018 7:16 pm
Forum: Megadrive/Genesis
Topic: Wonder Boy System1 to Mega Drive port
Replies: 4
Views: 874

Re: Wonder Boy System1 to Mega Drive port

An asm line-by-line port is certainly going to be accurate, but also take a very long time. "Just" dumping the art and data like levels, either from the binary or from an emulator, then doing the logic by eye might be faster. If you're willing to accept some inaccuracy, that is.
by cero
Mon Nov 26, 2018 9:19 am
Forum: SGDK
Topic: Accessing the data from a tileset
Replies: 5
Views: 617

Re: Accessing the data from a tileset

Save your image as XPM and open it in a text editor ;) Gimp also has direct "export as C".
by cero
Sun Nov 25, 2018 6:19 pm
Forum: SGDK
Topic: Accessing the data from a tileset
Replies: 5
Views: 617

Re: Accessing the data from a tileset

tiles_image.tiles[32/4 * num]

Each tile is 32 bytes. The pointer is 32-bit, so divide by four.