Search found 62 matches

by andlabs
Sun Mar 03, 2013 6:44 am
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 834
Views: 284180

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...
by andlabs
Tue Feb 12, 2013 6:02 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 834
Views: 284180

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 ...
by andlabs
Tue Feb 12, 2013 4:33 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 834
Views: 284180

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...
by andlabs
Mon Feb 11, 2013 9:33 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 834
Views: 284180

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 ...
by andlabs
Thu Jan 17, 2013 9:24 am
Forum: Cartridge
Topic: Super Mario 64 for Genesis - dump quest (need pics of pcb!)
Replies: 36
Views: 22484

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...
by andlabs
Tue Oct 23, 2012 6:11 pm
Forum: Blabla
Topic: Patent numbers
Replies: 5
Views: 2557

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...
by andlabs
Mon Oct 15, 2012 3:00 am
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 834
Views: 284180

Just out of curiosity, who made the two YM2612 clones HardWareMan mentioned (TA-07 and SE-95) and are they recent chips? Thanks.
by andlabs
Mon Oct 15, 2012 2:54 am
Forum: Sound
Topic: YM2612 - Square & Triangle Waves
Replies: 4
Views: 2147

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...
by andlabs
Sun Aug 12, 2012 4:45 am
Forum: Cartridge
Topic: Super Mario 64 for Genesis - dump quest (need pics of pcb!)
Replies: 36
Views: 22484

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...
by andlabs
Sat May 05, 2012 7:53 pm
Forum: Mega/SegaCD
Topic: Sega Documentation Release
Replies: 2
Views: 3651

Cool. IMHO the original scans should be provided alongside the OCR'd versions for posterity's sake.

For that scan, is it just me or is the Sega CD logo and Sonic art stretched/squished?
by andlabs
Fri May 04, 2012 6:31 pm
Forum: Megadrive/Genesis
Topic: Totally noob questions about sound/music
Replies: 18
Views: 4622

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...
by andlabs
Sun Apr 22, 2012 12:41 am
Forum: Demos
Topic: Axelay scroll proof of concept
Replies: 17
Views: 6084

One thing I don't get (and why I need to start playing around with the VDP): if this is just setting vertical scroll position, how is the effect of squishing achieved? Optical illusion? tristanseifert says it is...
by andlabs
Thu Apr 19, 2012 3:44 pm
Forum: Megadrive/Genesis
Topic: Totally noob questions about sound/music
Replies: 18
Views: 4622

That should be http://echo.mdscene.net/, not whatever that URL is; I'll fix it on the page
by andlabs
Thu Apr 19, 2012 3:44 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 834
Views: 284180

There's a topic on that elsewhere here.

Nemesis: which books do you have? I guess it's time to actually learn computer engineering =P
by andlabs
Thu Apr 19, 2012 4:13 am
Forum: Megadrive/Genesis
Topic: Totally noob questions about sound/music
Replies: 18
Views: 4622

Barring that, you could figure out how to make a driver yourself, or take the cheapest route and use the TFM driver (is that still available?) for music and do the SFX all as PSG. The tools available to you depend on which path you take.