Search found 262 matches

by TascoDLX
Sat Jul 10, 2010 4:17 am
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 65195

I basically just rearranged the VRAM code according to the tech memo: plenty of time between the last read and next setting the control reg. Didn't do much more than reorder the instructions, really.

I made sure to spend at least 116 CPU clocks following each read sequence (consecutive reads are ...
by TascoDLX
Fri Jul 09, 2010 8:47 am
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 65195

One last shot: hackpatch v3. Only fixes for hardware in this one.

Sorry, couldn't help myself. :wink:

I believe the tearing evildragon pointed out is caused by updating the scroll values midscreen. I didn't bother myself with that.
by TascoDLX
Wed Jul 07, 2010 12:32 am
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 65195

Where was that memo hiding? :P

So it seems the delay belongs after the last read. If you reorganize the code, you probably don't need any artificial delays (NOPs or such) -- just move anything you can between the last read and setting the address for the next write. But, using a buffer is a ...
by TascoDLX
Tue Jul 06, 2010 7:20 am
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 65195

OK, I gave it a shot: hackpatch v2. Let me know if it's better.
by TascoDLX
Tue Jul 06, 2010 5:03 am
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 65195

It's probably the VRAM reads/writes. The code does a bit of read and writeback. I'm thinking that setting the address and reading immediately may fail occasionally. I'm not sure about writing immediately. Anyway, it might be enough to have a NOP before the first read or write.

I'm also thinking ...
by TascoDLX
Mon Jul 05, 2010 9:18 am
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 65195

The problem now is that inputs seems not to be read properly: my controller does not respond and I can't leave the menu screen , it's probably something related to timings when programming the controller.
It's much more obvious than that. (hint: something is missing.)

For anyone still "testing ...
by TascoDLX
Wed Jun 16, 2010 8:42 am
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 865
Views: 2763306

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 ...
by TascoDLX
Thu Jun 10, 2010 5:27 am
Forum: Video Display Processor
Topic: VDP Status Register
Replies: 28
Views: 214977

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 ...
by TascoDLX
Thu Jun 03, 2010 7:44 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 853
Views: 1479962

Make it static.

Code: Select all

static const char str[]="blablabla";
*or*

If you want to do non-const stuff, write your own memcpy function (or steal one).
by TascoDLX
Mon May 17, 2010 7:02 am
Forum: Video Display Processor
Topic: 2-cell vertical scrolling + horizontal scrolling
Replies: 36
Views: 39359

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 ...
by TascoDLX
Sun May 16, 2010 11:13 am
Forum: Megadrive/Genesis
Topic: Sunset Riders title screen
Replies: 9
Views: 9122

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 ...
by TascoDLX
Sun May 16, 2010 7:05 am
Forum: Megadrive/Genesis
Topic: Sunset Riders title screen
Replies: 9
Views: 9122

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 ...
by TascoDLX
Sat May 15, 2010 7:40 am
Forum: Megadrive/Genesis
Topic: Sunset Riders title screen
Replies: 9
Views: 9122

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 ...
by TascoDLX
Thu Apr 08, 2010 12:53 pm
Forum: Regen
Topic: Regen 0.972 and 0.972D
Replies: 193
Views: 506121

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 ...
by TascoDLX
Wed Apr 07, 2010 7:02 am
Forum: Regen
Topic: Regen 0.972 and 0.972D
Replies: 193
Views: 506121

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 ...