Search found 256 matches

by tomaitheous
Wed Jul 06, 2016 4:10 am
Forum: Demos
Topic: 216 colors with one palette
Replies: 17
Views: 16039

Re: 216 colors with one palette

Not dithering, but horizontal striping. Same difference. It's just a different form of dithering. On my system, I don't see rainbow artifacting, maybe I would in larger swaths of colors, but some of the colors do not match exactly what I see on the emulator, which is not a surprise. Luma signal is ...
by tomaitheous
Fri Dec 19, 2014 5:58 pm
Forum: Video Display Processor
Topic: Vdp Signal
Replies: 4
Views: 8974

The numbers are slightly off, but it gets the point across.

But yeah, I think part of the problem is assuming the horizontal scanrate is always going to be NTSC standard of 15734hz. Which I found not to be true for these older consoles.
by tomaitheous
Wed Dec 17, 2014 6:17 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 455689

Actually i searched a solution for that : use DMA and require only a single plan with a single buffer, all these and still allow a fast software filling code (12 cycles per move.l instruction) but i did not found any solution :-/ I can give you a hint: you need two address registers. :) About the m...
by tomaitheous
Fri Dec 12, 2014 11:30 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 455689

HuZero puts a series of prescaled rows (bitmaps) in vram, and used hsync to select the 'scale' of the corresponding line. So yeah, prescaled graphics. The bending and other effects, are X/Y positioning from the h-int routine.
by tomaitheous
Mon Aug 25, 2014 3:02 pm
Forum: Collaboration
Topic: looking for help with homebrew game
Replies: 3
Views: 9153

Thanks :)
by tomaitheous
Fri Aug 22, 2014 9:15 pm
Forum: Collaboration
Topic: looking for help with homebrew game
Replies: 3
Views: 9153

looking for help with homebrew game

See here: http://pcedev.wordpress.com/2014/08/21/game-2014/ Basically, I'm looking for pixels artists for sprites, BG tiles, map/area layout artists, portait/cinema artists, and chiptune musicians. So that's four different graphic artist positions (doesn't need to be filled all by the same person). ...
by tomaitheous
Mon Aug 11, 2014 11:42 pm
Forum: Sound
Topic: Street Fighter 2 - new Z80 PCM sound driver project
Replies: 28
Views: 39765

Upsampling, on the other hand, is the process of taking a piece of low sample rate source material and "filling in the gaps" by interpolating between the available samples. From the descriptions I've read of over-sampling, this is exactly what it is. N number of times the output of the source input...
by tomaitheous
Thu Feb 27, 2014 1:01 pm
Forum: Megadrive/Genesis
Topic: Confusion about interlacing
Replies: 5
Views: 5644

Thanks! I knew that there was an interlaced mode, I just heard some people saying that the Mega Drive wasn't capable of any progressive scan at all. Seems like they were wrong :D They probably mean HD TV progressive modes, like 720x480p, or 1280x720p. The progressive mode that virtually all old con...
by tomaitheous
Sat Feb 22, 2014 3:25 pm
Forum: Tools
Topic: A Sega Genesis Emulator similar to FCEUX
Replies: 14
Views: 16006

Bizhawk How have I never heard about this? I'd love to hear more info about this CDL thing. It's a very simple idea and execution. The emulator creates a large Byte array, that's equal to the size of the rom. Each byte in the array corresponds to a byte in the rom address. So it's a map of the rom....
by tomaitheous
Sat Feb 22, 2014 3:50 am
Forum: Tools
Topic: A Sega Genesis Emulator similar to FCEUX
Replies: 14
Views: 16006

If you're a hacker or wanting to convert a game back into source (disassembly), CDL support is a MUST. I've used it in fceux to create complete ASM listing of two games. Bizhawk doesn't support Genesis yet (that I've seen), but recently they added a great CDL function to the emulator. The CDL marks ...
by tomaitheous
Sat Jan 11, 2014 4:23 am
Forum: Video Display Processor
Topic: Best looking palette fade - what's your opinion?
Replies: 6
Views: 8185

The PC-Engine's VCE chip (which houses the color ram and outputs composite and rgb video), bit packs the 9bit RGB and uses that to index a 512 entry LUT. You can do this approach in software as well, but the problem is converting back. You still have to convert back to R/G/B. 9bit might be enough fo...
by tomaitheous
Thu Jan 09, 2014 4:16 pm
Forum: Blabla
Topic: For those wishing to do pseudo art design for the MD or SMS.
Replies: 4
Views: 5353

Starting at 064? That's one hell of a shift.
by tomaitheous
Thu Jan 09, 2014 5:10 am
Forum: Video Display Processor
Topic: Best looking palette fade - what's your opinion?
Replies: 6
Views: 8185

PCE has 9bit RGB very similar to the Genesis. I've done palette fade routines on it, but it's usually just subtract 1 from the R/G/B element and check for clipping. It's works, but yeah - it's not exactly the natural-est of looking fade in/out. Other than precalc palettes (which some games use). You...
by tomaitheous
Wed Jan 08, 2014 3:30 am
Forum: Sound
Topic: Multiple PCM channels.
Replies: 12
Views: 13864

4 bit samples use less space than the 7 or 6 bit samples, I'd also hope to save some reasonable amount of cpu power for things such as sound effects and voices. Assuming you nibble pack the 4bit samples to save space, you're gonna eat up more processor time separating those nibbles than just using ...
by tomaitheous
Wed Jan 08, 2014 3:12 am
Forum: Sound
Topic: Best way to handle XM tracks
Replies: 8
Views: 8572

XM's not so bad. Depends on what the songs actually use of the XM format. I wrote a PC XM to PCE XM converter, to play XM's on the pc-engine. Of course, I had specific limitations for the song (mostly my stuffs), but the point is - it's a fairly easy format to convert from.