Search found 60 matches

by Manveru
Wed Oct 03, 2018 3:24 pm
Forum: Tools
Topic: Fork of DMF2ESF (Deflemask to Echo converter)
Replies: 5
Views: 1313

Re: Fork of DMF2ESF (Deflemask to Echo converter)

I think the SRC stuff was temporarily commented out a while back due to a problem (and we were authoring all of our samples to the target rate on Tanglewood anyway) - might be worth commenting that back in. It was left in a bit of a mess after TW since there was a last minute rush to fix bugs and g...
by Manveru
Tue Oct 02, 2018 9:14 pm
Forum: Tools
Topic: Fork of DMF2ESF (Deflemask to Echo converter)
Replies: 5
Views: 1313

Re: Fork of DMF2ESF (Deflemask to Echo converter)

Update: - Added support for the new Deflemask DMF 12 file format (ID 0x18) - Fixed PSG support - Added support for PCM sample conversion and export - Fixed the PCM "note on" offset (PCM samples should be included at the end of the Echo instrument pointer table). I've been using the Green Hill Zone ...
by Manveru
Mon Oct 01, 2018 9:55 am
Forum: Megadrive/Genesis
Topic: Can somebody send my the binary of dmf2esf?
Replies: 3
Views: 737

Re: Can somebody send my the binary of dmf2esf?

I also have some problems compiling the project. It can not find src_simple function. I found it in a file outside the project in the libsamplerate folder, but when i add this file i got hundreds of errors. When i comment the calling to that function i got buggy sounds in samples and some of the PSG...
by Manveru
Sun Oct 22, 2017 2:51 pm
Forum: Video Display Processor
Topic: 'torch' effect ?
Replies: 5
Views: 807

Re: 'torch' effect ?

It is not exactly the same, but you can keep the two planes using h/s, like in The lost World https://youtu.be/VPzKP8zubs0?t=1h53m36s. The only thing is i don't know how they do it :lol:
by Manveru
Fri Oct 06, 2017 1:42 pm
Forum: SGDK
Topic: Horizontal interrupts to stretch image?
Replies: 10
Views: 1172

Re: Horizontal interrupts to stretch image?

I think that trick is something like the "axelay effect" in some games like Jurassic park, Vectorman or Pier solar.
For Sonic 3D example, it is all about setting the vscroll offset at current + 1 in the even scanlines, so it will draw again the last odd scanline.
by Manveru
Mon Aug 21, 2017 5:41 am
Forum: Demos
Topic: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany
Replies: 17
Views: 2269

Re: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany

Good demo! the skulls animation is superb!
by Manveru
Sat Aug 19, 2017 5:38 am
Forum: SGDK
Topic: ROM padding question
Replies: 22
Views: 2100

Re: ROM padding question

I know the roms needs the padding. I just said to remove it for the purpose of this topic :wink:
by Manveru
Fri Aug 18, 2017 1:58 pm
Forum: SGDK
Topic: ROM padding question
Replies: 22
Views: 2100

Re: ROM padding question

yeah i know, but is a good way to know the real size of a game rom.
by Manveru
Fri Aug 18, 2017 6:49 am
Forum: SGDK
Topic: ROM padding question
Replies: 22
Views: 2100

Re: ROM padding question

In the makefile the rom is aligned according to a value.
SGDK size is 128kb: out/rom.bin -sizealign 131072
You can remove that alignment or reduce it to see where you are.
by Manveru
Wed Jun 14, 2017 9:23 am
Forum: SGDK
Topic: GCC version VS performance
Replies: 27
Views: 2549

Re: GCC version VS performance

You can try the new GCC 7.1. It seems good.
by Manveru
Sat Jun 03, 2017 1:50 pm
Forum: Tools
Topic: Blastem 0.5.0 - Many accuracy improvements, basic SMS support, runs OD2
Replies: 33
Views: 3730

Re: Blastem 0.5.0 - Many accuracy improvements, basic SMS support, runs OD2

Good work mate, i am happy to see an emulator alive and growing that good
by Manveru
Sun Apr 16, 2017 8:31 am
Forum: Demos
Topic: OVERDRIVE II
Replies: 29
Views: 4645

Re: OVERDRIVE II

Amazing demo, congratulations. Some effects are incredible.

At about 1:30 with the shoot'em up scene, how do you do the heavy rain with two other backgroun scrolls? I think that is too much to be drawn with sprites.
by Manveru
Fri Oct 28, 2016 11:16 am
Forum: SGDK
Topic: Dynamic memory pool size
Replies: 5
Views: 823

Re: Dynamic memory pool size

Oh i see. I understand better now how the memory works, bss and so. Thanks Stef.
by Manveru
Thu Oct 27, 2016 2:29 pm
Forum: SGDK
Topic: Dynamic memory pool size
Replies: 5
Views: 823

Re: Dynamic memory pool size

For example, i have an amount of free memory returned with MEM_get_free, and after when i change the code to allocate some memory statically instead of dynamically, i get a lower amout of free memory. It is like something overwrites some of the pool zone and get_free reads it like a non-free blocks....
by Manveru
Thu Oct 27, 2016 12:00 pm
Forum: SGDK
Topic: Dynamic memory pool size
Replies: 5
Views: 823

Dynamic memory pool size

I am getting some strange behavior with the free memory return value when changing the STACK_SIZE value. I wonder what is the max size of the pool that guarantees that normal ram usage does not collide with the dynamic memory pool.

Thanks.