Search found 256 matches
- Wed Jun 16, 2010 8:42 am
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 859
- Views: 523199
Unfortunately, MEFAS has no email address mentioned in their website, so it's up to somebody located in US to call them up to avoid international call fee hell burden. You should know that MEFAS is owned by EAG (apparently since November 2007!), so I suggest you check http://www.eaglabs.com/ . EAG ...
- Thu Jun 10, 2010 5:27 am
- Forum: Video Display Processor
- Topic: VDP Status Register
- Replies: 17
- Views: 8677
For the record, I actually found one game (Bugs Bunny Double Trouble, 2nd level with the bull) that on some frames will change the display width (from H32 to H40) during vertical blanking to gain some extra DMA speed then wait for the VBLANK flag to be cleared before switching back to H32 mode. To ...
- Thu Jun 03, 2010 7:44 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 837
- Views: 529064
Make it static.
*or*
If you want to do non-const stuff, write your own memcpy function (or steal one).
Code: Select all
static const char str[]="blablabla";
If you want to do non-const stuff, write your own memcpy function (or steal one).
- Mon May 17, 2010 7:02 am
- Forum: Video Display Processor
- Topic: 2-cell vertical scrolling + horizontal scrolling
- Replies: 36
- Views: 16142
Re: 2-cell vertical scrolling + horizontal scrolling
Just curious, are you testing this with Genesis Plus? I did a lot of research to make sure the leftmost column scrolled like it does on the real hardware for 40 cell mode. But now that I think about it, I may have not tested 32-cell mode and assumed the same rules apply... I checked. Genesis Plus w...
- Sun May 16, 2010 11:13 am
- Forum: Megadrive/Genesis
- Topic: Sunset Riders title screen
- Replies: 9
- Views: 4959
Many games use hint on each line without problems, and i'm pretty sure i've seen games enabling or disabling hint mid-frame on purpose... Have you seen any that does both? :D Well, whatever it is, it's not usual. That much is clear. the official doc somehow says the M3 bit stops HV Counter when set...
- Sun May 16, 2010 7:05 am
- Forum: Megadrive/Genesis
- Topic: Sunset Riders title screen
- Replies: 9
- Views: 4959
That doesn't sound right. From what I understand, the counter is frozen when the VDP's /HL pin (input from the I/O chip) is held low. Not to say that it can't freeze otherwise, but under normal conditions, it should keep on running. Assuming there's no issue with the counter, I'm thinking that the H...
- Sat May 15, 2010 7:40 am
- Forum: Megadrive/Genesis
- Topic: Sunset Riders title screen
- Replies: 9
- Views: 4959
Here's a hack-fix for Fusion (v3.64, currently) (works with Gens, too): Sunset Riders (E) [!] =============== 00018E:4F06 (checksum fix) 0004CA:8016 As for the technicals: In the H-INT routine, ... @0004BA: MOVE.B $00FFB062,D0 @0004C0: CMP.B $C00008,D0 @0004C6: BNE @0004D0 ; if V-counter == byte at ...
- Thu Apr 08, 2010 12:53 pm
- Forum: Regen
- Topic: Regen 0.972 and 0.972D
- Replies: 193
- Views: 101746
Still it's rather strange that this is called during the main initialization (not the main loop) I don't consider that the main initialization, but that doesn't really matter. The thread for that intro sequence contains its own initialization, as do other threads. The routines merely provide a mean...
- Wed Apr 07, 2010 7:02 am
- Forum: Regen
- Topic: Regen 0.972 and 0.972D
- Replies: 193
- Views: 101746
when sprite layer is disabled, mickey's foot is still visible and animating around (how come?) That's what the game does. It takes tiles from the foot and moves them from the sprite plane to the scroll plane. Don't mind it; there are a lot of weird things going on behind the scenes. EDIT: more weir...
- Mon Dec 14, 2009 11:25 am
- Forum: Blabla
- Topic: About 3 Sega Patents
- Replies: 2
- Views: 2496
Interesting... but they're not exactly hardware patents. Some video game patents will include detailed descriptions of the hardware required (or preferred) but the hardware need not be unique, as in the case of console games. And you must look at the date the patent was filed, not the "publication" ...
- Tue Oct 20, 2009 11:41 pm
- Forum: Demos
- Topic: SEGA GENESIS VGM PLAYER
- Replies: 48
- Views: 37115
- Fri Oct 09, 2009 3:14 am
- Forum: Super 32X
- Topic: Mars Check Program results for Kega Fusion v3.61
- Replies: 9
- Views: 7001
- Sat Oct 03, 2009 12:44 pm
- Forum: MegaLD
- Topic: Emulating Pioneer LaserActive (Mega-LD) games
- Replies: 189
- Views: 121143
- Sat Oct 03, 2009 12:15 pm
- Forum: Super 32X
- Topic: Mars Check Program results for Kega Fusion v3.61
- Replies: 9
- Views: 7001
Re: Mars Check Program results for Kega Fusion v3.61
- This test incorrectly sets the DMA transfer unit to 16-byte [4 longword]. As I understand it, this is an illegal setting because it requires longword access, which is impossible to/from the external memories of the 32X. As a result, the test reverts to a 2-byte [word] transfer unit. Nope. None of...
- Tue Aug 25, 2009 10:40 pm
- Forum: Megadrive/Genesis
- Topic: newbie's questions
- Replies: 35
- Views: 12738
Did you mean to try this?
Or are you sure it's 130, not 0x130?
Code: Select all
VDP_setTile(APLAN, 0x130+(1<<13), 3, 10);