I'm currently having problems emulating audio for Comix Zone. Samples (DAC) playback appears to be really slow and the music is all kinds of off tempo. Does anyone know what drives the music for this game as far as timings/interrupts etc?
cheers,
Steve.
Search found 29 matches
- Mon Aug 23, 2010 2:16 am
- Forum: Megadrive/Genesis
- Topic: Audio problems with Comix Zone
- Replies: 1
- Views: 2767
- Thu Apr 08, 2010 4:13 am
- Forum: Video Display Processor
- Topic: How does Sonic2 handle sprites for interlace mode?
- Replies: 7
- Views: 12984
- Wed Apr 07, 2010 8:13 pm
- Forum: Video Display Processor
- Topic: How does Sonic2 handle sprites for interlace mode?
- Replies: 7
- Views: 12984
Thanks for the help guys.
Since I only have to display either the top or bottom half of the interlace display (stretched to full screen), my solution was to parse and save off the sprite table at the beginning of the frame for top half, or at end of line 112 for the bottom half. I then render this ...
Since I only have to display either the top or bottom half of the interlace display (stretched to full screen), my solution was to parse and save off the sprite table at the beginning of the frame for top half, or at end of line 112 for the bottom half. I then render this ...
- Wed Apr 07, 2010 5:05 am
- Forum: Video Display Processor
- Topic: How does Sonic2 handle sprites for interlace mode?
- Replies: 7
- Views: 12984
Re: How does Sonic2 handle sprites for interlace mode?
With this method for Sonic2 I'm only able to see sprites if I subtract 224 from their y position - and I mainly see the sprites of the bottom half of the interlace display (Tails' screen).
For the normal and single density interlace modes bits 8-0 of the sprite Y coordinate are used. In the ...
- Wed Apr 07, 2010 4:38 am
- Forum: Video Display Processor
- Topic: How does Sonic2 handle sprites for interlace mode?
- Replies: 7
- Views: 12984
How does Sonic2 handle sprites for interlace mode?
I'm currently working on Sonic2 double resolution interlace mode emulation, and I'm seeing some weirdness with sprite rendering.
My current emulation does not perform per scan line sprite table query rendering, but rather at the end of the frame just parses the current sprite table and renders each ...
My current emulation does not perform per scan line sprite table query rendering, but rather at the end of the frame just parses the current sprite table and renders each ...
- Fri Apr 03, 2009 11:33 pm
- Forum: Megadrive/Genesis
- Topic: What are the 68K/Z80 clock spes for NTSC v PAL machines?
- Replies: 9
- Views: 9126
- Fri Apr 03, 2009 8:55 pm
- Forum: Megadrive/Genesis
- Topic: What are the 68K/Z80 clock spes for NTSC v PAL machines?
- Replies: 9
- Views: 9126
- Fri Apr 03, 2009 8:46 pm
- Forum: Megadrive/Genesis
- Topic: What are the 68K/Z80 clock spes for NTSC v PAL machines?
- Replies: 9
- Views: 9126
- Fri Apr 03, 2009 8:32 pm
- Forum: Megadrive/Genesis
- Topic: What are the 68K/Z80 clock spes for NTSC v PAL machines?
- Replies: 9
- Views: 9126
Okay I think I might know what my issue is then. I'm not taking into account that PAL has more scan lines than NTSC.
My current emulation main loop grabs a DAC sample once per NTSC scan line (224 active, 38 vblank = 262). I assume my main loop will need updating to take into account the extra PAL ...
My current emulation main loop grabs a DAC sample once per NTSC scan line (224 active, 38 vblank = 262). I assume my main loop will need updating to take into account the extra PAL ...
- Fri Apr 03, 2009 8:07 pm
- Forum: Megadrive/Genesis
- Topic: What are the 68K/Z80 clock spes for NTSC v PAL machines?
- Replies: 9
- Views: 9126
What are the 68K/Z80 clock spes for NTSC v PAL machines?
I'm looking into an issue where I've setup the emulated IO system VMOD and MODE into I'm running a PAL rom:
PSG/YM2612 music tempo and frequency is playing at the correct speed, but YM2612 DAC sample playback is pitched down. The DAC is being driven by the Z80 which for my current PAL ...
PSG/YM2612 music tempo and frequency is playing at the correct speed, but YM2612 DAC sample playback is pitched down. The DAC is being driven by the Z80 which for my current PAL ...
- Wed Apr 01, 2009 5:36 am
- Forum: Megadrive/Genesis
- Topic: GoldenAxe missing magic blue bottle and palette corruption
- Replies: 11
- Views: 10153
- Wed Apr 01, 2009 3:35 am
- Forum: Megadrive/Genesis
- Topic: GoldenAxe missing magic blue bottle and palette corruption
- Replies: 11
- Views: 10153
- Tue Mar 31, 2009 10:11 pm
- Forum: Megadrive/Genesis
- Topic: GoldenAxe missing magic blue bottle and palette corruption
- Replies: 11
- Views: 10153
- Tue Mar 31, 2009 8:14 pm
- Forum: Megadrive/Genesis
- Topic: GoldenAxe missing magic blue bottle and palette corruption
- Replies: 11
- Views: 10153
- Tue Mar 31, 2009 10:12 am
- Forum: Megadrive/Genesis
- Topic: GoldenAxe missing magic blue bottle and palette corruption
- Replies: 11
- Views: 10153