Search found 864 matches

by Eke
Fri Jun 08, 2007 8:07 am
Forum: Controls
Topic: About Peripherals
Replies: 37
Views: 25640

Thanks a lot for these precisions... and for the patent number ;) Because i'm limited to emulate the lightgun with the analog stick, I will only need this feature in the Menacer 6-in-1 game, since other "lightgun" games are also playable using D-Pad (which is already controlled by the analog stick ;...
by Eke
Thu Jun 07, 2007 7:48 pm
Forum: Controls
Topic: About Peripherals
Replies: 37
Views: 25640

I was wrong about the Menacer game, it did read the DATA2 register and i've been able to simualte lightgun by triggering a level2 interrupt and mapping the Fire Button to D1 (0x02 mask). START button (pause) is mapped to D3 input (0x08 mask) I'm still having problem to understand how the TeamPlayer ...
by Eke
Wed Jun 06, 2007 9:58 am
Forum: Controls
Topic: About Peripherals
Replies: 37
Views: 25640

If I'm not mistaken, the INT is generated by the VDP when detecting a high to low transition on the TH input ... and this is only done if level 2 interrupt has been enabled by the software. In complement (or alternatively), the VDP can also freeze the Hcounter if the software previously configured V...
by Eke
Wed Jun 06, 2007 9:00 am
Forum: Controls
Topic: About Peripherals
Replies: 37
Views: 25640

I also found some infos about the EA 4-Way Play in this "hidden" link: http://cgfm2.emuviews.com/txt/io.htm apparently, the first Sega Tap was not compatible with EA multiplayer games so they made the Sega Team Player which could be configured to be compatible with EA games (EXTRA mode) or with othe...
by Eke
Tue Jun 05, 2007 1:37 pm
Forum: Controls
Topic: About Peripherals
Replies: 37
Views: 25640

Thank you, I would never have the idea to look in saturn's documentation :oops:
I finally found it in the SMPC user manual, referred as Sega TAP 3-line handshake protocol
by Eke
Tue Jun 05, 2007 9:00 am
Forum: Controls
Topic: About Peripherals
Replies: 37
Views: 25640

About Peripherals

Hi folks, again, I'm looking for some informations to improve the compatibility of the NGC Genesis PLus port and it looks like this forum is the only one around that is still really active for Megadrive technical stuff :) Actually, I have some questions about special peripherals such as the Sega Men...
by Eke
Thu Mar 01, 2007 9:08 am
Forum: Video Display Processor
Topic: About Genesis emulation timings
Replies: 5
Views: 3836

yes, it's what I noticed... it's very difficult to find correct timings which work for every games considering latencies, i implemented vdp access latency on vram writes, as specified in Genesis manual, and it corrected screen flickering in Chaos Engine for example, but for others timing, it's very ...
by Eke
Wed Feb 28, 2007 8:53 pm
Forum: Video Display Processor
Topic: About Genesis emulation timings
Replies: 5
Views: 3836

Hi Stef, yes i'm the one who bothers you last year with the GP gamecube's port , I managed to solve my previous problems and also improve overall compatibility and functionality... thanks for having made Gens open-source :wink: My last problem is with Hint occurence: if this should happen before hbl...
by Eke
Wed Feb 28, 2007 3:23 pm
Forum: Video Display Processor
Topic: About Genesis emulation timings
Replies: 5
Views: 3836

About Genesis emulation timings

Hi, I'm currently working on the compatibility improvment of my Genesis Plus port and find this board, so I join your for a few questions ; I found that some games (i'm actually testing together Skitchin', Lotus 2 Recs and Legend of Galahad) are very timing sensitive, especially regarding H & V inte...