Search found 92 matches

by GManiac
Tue Jun 18, 2013 8:32 pm
Forum: Megadrive/Genesis
Topic: Help figuring out some logic in Flicky - new challenge #3!
Replies: 19
Views: 7870

r57shell wrote:
GManiac wrote:Unfortunatelly, there are no any really powerful debugging tools for MD, so we have to use what we have.
How about my version of Gens rerecording 11b? O_o
No way :lol:
by GManiac
Tue Jun 18, 2013 6:14 pm
Forum: Megadrive/Genesis
Topic: Help figuring out some logic in Flicky - new challenge #3!
Replies: 19
Views: 7870

Hi matt . Sorry for late reply on your PM, I didn't notice it and knew about it only checking my abandoned e-mail :) Unfortunatelly, there are no any really powerful debugging tools for MD, so we have to use what we have. If you want NLZ of Flicky, here it is, I made it 5 years ago... eh, good old t...
by GManiac
Thu May 02, 2013 11:51 am
Forum: Exodus
Topic: Bug reports?
Replies: 48
Views: 23541

About After Burner II . Yes, I know that PSG set to 0 is equal to PSG set to 1, so we have squarewave on very high frequency (nearly 112 kHz). We can prove it using Tone 4 linked to Tone 3 frequency set to 0 with "periodical noise" on Tone 4 - we will hear sound of needed frequency. I think explanat...
by GManiac
Wed May 01, 2013 11:32 am
Forum: Exodus
Topic: Bug reports?
Replies: 48
Views: 23541

Mega lo Mania (Tyrants) -> freezes at the very beginning. After Burner II -> has constant hiss (PSG?), and PSG doesn't sound in the game. Input Settings are not saved when emualtor is closed. When I try to set input with "Start Auto Mapping", press all buttons and then close window, the only button ...
by GManiac
Tue Apr 30, 2013 5:25 pm
Forum: Megadrive/Genesis
Topic: Cycle accurate Mega Drive emulation: Exodus coming in April!
Replies: 106
Views: 26842

Nemesis, thank you for this release. But... First game I tried to run was Mega lo Mania and it didn't work. I saw tiles of SEGA logo in VDP Pattern and nothing more. I think Main 68k is caught in infinite loop. Second game to open was After Burner. After loading I heard a hiss (yes, it's badly inter...
by GManiac
Wed Feb 27, 2013 7:01 pm
Forum: Sound
Topic: YM2612 Timers
Replies: 28
Views: 8646

Really? :lol: I see 24 there. http://i1.imageban.ru/out/2013/02/27/2ef2da2b154353c0616d0cc8230fad9f.png One more time http://www.fileden.com/files/2009/4/23/2415345/multiplexing3.png You don't see the picture to the left, so your 23 cycles are not confident. Guys, don't invent nonexistent things. 2...
by GManiac
Wed Feb 27, 2013 5:45 pm
Forum: Sound
Topic: YM2612 Timers
Replies: 28
Views: 8646

http://nemesis.hacking-cult.org/MegaDrive/Documentation/multiplexing3.png I DON'T see 24 clock cycles between them, 23 only. Really? :lol: I see 24 there. http://www.fileden.com/files/2009/4/23/2415345/multiplexing3.png Guys, don't invent nonexistent things. 24 = 6 cycles * 4 operators and 23 is pr...
by GManiac
Tue Feb 26, 2013 4:47 pm
Forum: Sound
Topic: YM2612 Timers
Replies: 28
Views: 8646

YM2612 Master Clock is 7.67 Mhz - same as for 68k. Look at large pictures here http://gendev.spritesmind.net/forum/viewtopic.php?t=386&postdays=0&postorder=asc&start=360 http://gendev.spritesmind.net/forum/viewtopic.php?t=386&postdays=0&postorder=asc&start=375 Channels are "switched" every 24 cycles...
by GManiac
Wed Feb 13, 2013 10:43 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 859
Views: 406013

Somewhere was an opinion that envelopes of different channels of one block (block = 3 channels) are updated in different cycles of 3-cycle phase. I think it's true because update requires time. I mean: Global cycle 1: channels 1 and 4 updated Global cycle 2: channels 2 and 5 updated Global cycle 3: ...
by GManiac
Mon Feb 11, 2013 11:44 am
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 859
Views: 406013

14-bit operator output sums with other operators's output, if it is present (algos 1-3), then their sum shifts RIGHT for ONE bit and this value is added to input phase of modulated operator. No exceptions. For feedback fb1 and fb2 are summed, then value shifted for various amount of bits, it depends...
by GManiac
Wed Feb 06, 2013 3:45 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 859
Views: 406013

Here's my very old and abandoned YM emu in Delphi, if you are interested, with some comments in Russian.
http://shedevr.org.ru/ghost/ym2612/YM_Emu.rar
What is not implemented: SSG-EG, special 3ch mode.
by GManiac
Thu Jan 17, 2013 5:52 pm
Forum: Hardware
Topic: Communication and/or networking between PC and Genesis?
Replies: 41
Views: 13963

He-he, I worked with link cable by KRIKzz some years ago (generally he made its first version for my needs, I believe) and got transfer speed of 85 KB/s on it. Later versions with SD card interface are much faster.
by GManiac
Wed Dec 12, 2012 12:42 pm
Forum: Megadrive/Genesis
Topic: about the algorithms...
Replies: 3
Views: 1494

To understand background on algorithms, you may read translated Japanese doc from the first post http://gendev.spritesmind.net/forum/viewtopic.php?t=386 Direct link http://nemesis.hacking-cult.org/MegaDrive/Documentation/YM2608J%20Translated.PDF First, you must understand what is operator, than you ...
by GManiac
Thu Oct 18, 2012 6:21 pm
Forum: Video Display Processor
Topic: Possible to change Palette Number on Tiles/Sprites ??
Replies: 8
Views: 3818

No, you cannot link bunch of tiles to other palette within one command. Each tile of plane (A, B, ...) you see on the screen is represented by part of plane tilemap (2-byte value for usual planes, 8 bytes for Sprites) and actually tile image 8*8, 32 bytes. You can also call images CHARS. And for wor...
by GManiac
Tue Oct 16, 2012 2:04 pm
Forum: Demos
Topic: BadApple... again :)
Replies: 137
Views: 53499

For now the tiles are packed in 2bpp, they can be rotated too... I noticed there is no practically gray pixels. Maybe it's better to use two 1bpp layers (planes A and B): one for black & white and one for gray? And then for speeding up pixel-chain decoding you can use array[256] of values: 1 byte =...