Search found 62 matches
- Sun Mar 03, 2013 6:44 am
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2325166
I guess I could just update everything at once for now, though knowing how the hardware times updates would be best, and in retrospect GManiac's suggestion makes the most sense =P Also, are the various EG register values sent to the EG on every cycle and then stored, or on every EG cycle and used im...
- Tue Feb 12, 2013 6:02 pm
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2325166
Ok. So in that case (and this may have been answered already but just to be sure), are all EG outputs updated at once on the three-cycle mark, or does it update each operator EG in a three cycle loop? Or to put it in code terms, is the EG unit loop for each clock pulse { send out current operator's ...
- Tue Feb 12, 2013 4:33 pm
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2325166
Right, sequential isn't exactlyt he right word, but componentized/concurrent rather than singlethreaded and linear? Whatever it may be I'm trying to imitate the chip as much as possible given the limited knowledge I have (how do you read a die shot?) So let me get this straight: there are 24 outputs...
- Mon Feb 11, 2013 9:33 pm
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2325166
Here's my question. I am trying to write a concurrent emulator (rather than a sequential one like existing emulators) that tries to mimic the chip operation on some level. I'm confused as to how the EG is supposed to work if it runs at 1/3 the clock rate of the rest of the chip, since each operator ...
- Thu Jan 17, 2013 9:24 am
- Forum: Cartridge
- Topic: Super Mario 64 for Genesis - dump quest (need pics of pcb!)
- Replies: 36
- Views: 66588
So the dump has been released (on the Pirated Games Central forum), and I noticed an interesting thing (race condition) when trying to patch it to get it to work on any emulator: sound effects stop working after the first one. It turns out the game does not disable interrupts in its play sound routi...
- Tue Oct 23, 2012 6:11 pm
- Forum: Blabla
- Topic: Patent numbers
- Replies: 5
- Views: 6316
There are also some patents regarding Comix Zone, which describes the technique used to create the comics look. I can't find it right now, but I've seen it in the past. It's very interresting because it seems you would get the source of this game if you bought the patent. Edit: Patent number: 60104...
- Mon Oct 15, 2012 3:00 am
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2325166
- Mon Oct 15, 2012 2:54 am
- Forum: Sound
- Topic: YM2612 - Square & Triangle Waves
- Replies: 4
- Views: 5713
I got a sawtooth with one operator: operator 1, SR max, TL max, FB 4, algo 7, everything else at their silent (default for an empty voice in TFM Maker/VGM Maker; I "discovered" this a while ago =P ) @:0 sawtooth LFO: 0 0 0 0 0 CH: 64 4 7 0 0 120 0 M1: 31 31 0 15 0 0 0 0 3 0 0 C1: 31 31 31 15 0 127 0...
- Sun Aug 12, 2012 4:45 am
- Forum: Cartridge
- Topic: Super Mario 64 for Genesis - dump quest (need pics of pcb!)
- Replies: 36
- Views: 66588
Late but I should put in my two cents anyway (I posted the huge quote below on another forum a few days before the last post here was made); I did this on the forums for the bootleggameswiki already . Someone stuck this particular game in a Retrode and gave Sik and I a dump to analyze. We determined...
- Sat May 05, 2012 7:53 pm
- Forum: Mega/SegaCD
- Topic: Sega Documentation Release
- Replies: 2
- Views: 6474
- Fri May 04, 2012 6:31 pm
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 13192
Um actually no, most games do use both simultaneously. In some cases the PSG is an integral part of the music ( example (out of an entire soundtrack of examples). example ). The Sonic games are examples where the PSG is used for both music and sound effects (Sonic's jumping sound). And using the PSG...
- Sun Apr 22, 2012 12:41 am
- Forum: Demos
- Topic: Axelay scroll proof of concept
- Replies: 17
- Views: 19101
- Thu Apr 19, 2012 3:44 pm
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 13192
That should be http://echo.mdscene.net/, not whatever that URL is; I'll fix it on the page
- Thu Apr 19, 2012 3:44 pm
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2325166
- Thu Apr 19, 2012 4:13 am
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 13192