Search found 256 matches

by TascoDLX
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 ...
by TascoDLX
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 ...
by TascoDLX
Thu Jun 03, 2010 7:44 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 837
Views: 529064

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: 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...
by TascoDLX
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...
by TascoDLX
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...
by TascoDLX
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 ...
by TascoDLX
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...
by TascoDLX
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...
by TascoDLX
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" ...
by TascoDLX
Tue Oct 20, 2009 11:41 pm
Forum: Demos
Topic: SEGA GENESIS VGM PLAYER
Replies: 48
Views: 37115

I already pointed this bug out but Mike probably just missed it. In the init code (clearing work RAM and VRAM), clr.w d1 should be clr.l d1.
by TascoDLX
Fri Oct 09, 2009 3:14 am
Forum: Super 32X
Topic: Mars Check Program results for Kega Fusion v3.61
Replies: 9
Views: 7001

Fusion v3.63 fails 4 of 161 tests:

#127 SH2 MASTER ROM TO SDRAM (DMA)
#128 SH2 SLAVE ROM TO SDRAM (DMA)
#133 SH2 MASTER FRAME TO SDRAM DMA
#160 (32X MIDFRAME MODE SWITCH)

There are really only two issues remaining since the DMA problem is identical for those tests.
by TascoDLX
Sat Oct 03, 2009 12:44 pm
Forum: MegaLD
Topic: Emulating Pioneer LaserActive (Mega-LD) games
Replies: 189
Views: 121143

I wish I had time to work on this. It shouldn't be difficult to read the digital tracks (data & audio). Dumping them (reliably) might be a pain, though. I'll have to see if I can find some time.
by TascoDLX
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...
by TascoDLX
Tue Aug 25, 2009 10:40 pm
Forum: Megadrive/Genesis
Topic: newbie's questions
Replies: 35
Views: 12738

Did you mean to try this?

Code: Select all

VDP_setTile(APLAN, 0x130+(1<<13), 3, 10);
Or are you sure it's 130, not 0x130?