Search found 2994 matches

by Chilly Willy
Fri Aug 04, 2023 8:21 am
Forum: Megadrive/Genesis
Topic: Regarding the 480i mode on Genesis. . . .
Replies: 23
Views: 287526

Re: Regarding the 480i mode on Genesis. . . .

Also, depending how the person encoded the video, the artifacts might have been mitigated. Most video encoders have special processing for interlace to eliminate or reduce interlace artifacts. It's like those modes TV have/had that I talked about, but often better since encoding doesn't need to be ...
by Chilly Willy
Thu Jul 20, 2023 8:27 am
Forum: Megadrive/Genesis
Topic: Regarding the 480i mode on Genesis. . . .
Replies: 23
Views: 287526

Re: Regarding the 480i mode on Genesis. . . .


So, is this combing basically constantly present in Sonic 2's 2-player mode then?


Pretty much. High end TVs used to have modes where they did various processing on interlaced signals to make them look better. Given how little interlace tends to be used any more, I'm not sure what most modern ...
by Chilly Willy
Sun May 28, 2023 9:29 pm
Forum: Super 32X
Topic: 32X PWM channel mapping
Replies: 2
Views: 43271

Re: 32X PWM channel mapping

I haven't tried playing around with every setting of the PWM steering, but I know that how you are supposed to set it works as documented. If you want mono, you shouldn't try to map both channels to the both outputs (or the same output), you should use the PWM mono register, which writes the word ...
by Chilly Willy
Fri May 12, 2023 9:14 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 634183

Re: New 32x game in development!

The ZDoom wiki is great for a lot of different info on Doom files and such. Here's their page on the WAD format:
https://zdoom.org/wiki/WAD

It's a really straightforward method of grouping data for a game and finding the data in the game. Knowing the wad format, it should be trivial to make your ...
by Chilly Willy
Thu May 11, 2023 8:41 pm
Forum: Megadrive/Genesis
Topic: Regarding the 480i mode on Genesis. . . .
Replies: 23
Views: 287526

Re: Regarding the 480i mode on Genesis. . . .

Yeah, that's a better way to describe it. The two fields interleave, and if there's motion, half the lines will be with the moving objects in one place, and the other half in another place. This kinda blurs the object as well.
by Chilly Willy
Thu May 11, 2023 8:35 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 634183

Re: New 32x game in development!

If the release flags have -O1 for hardware files, that's probably what you want for real hardware. Not sure why you'd use something different for debug... :lol:

As to noise in the sound, that could be due to many issues:

Filling/playing the wrong buffer. If you look at my code, I tend to fill the ...
by Chilly Willy
Mon May 08, 2023 7:52 pm
Forum: Megadrive/Genesis
Topic: Help with dumping this mega drive 2 multicart from 90s
Replies: 2
Views: 30041

Re: Help with dumping this mega drive 2 multicart from 90s

The 74F174 is a hex DFF - it's what selects the particular game. More than likely, you write the bank to select to 0xA130xx, which latches the value into the D flip-flops. This bank select then sets the upper address bits of the rom die under the epoxy. Bank 0, the default when you turn it on, will ...
by Chilly Willy
Mon May 08, 2023 7:41 pm
Forum: Megadrive/Genesis
Topic: Regarding the 480i mode on Genesis. . . .
Replies: 23
Views: 287526

Re: Regarding the 480i mode on Genesis. . . .

Please note that running an interlaced game at 60Hz can result in tearing from one frame to the next. For some games, this isn't a big deal, so they run at 60Hz for more fluid action. Games that can't accept screen tearing are forced to lock the game to every other frame, or 30Hz to avoid tearing ...
by Chilly Willy
Mon May 08, 2023 7:35 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 634183

Re: New 32x game in development!

For C/C++ code that directly bangs on the hardware, you need to compile it with NO MORE than optimization level 1. If you go with 2 or higher, you need memory fences around the hardware accesses, and gcc doesn't seem to have memory fences defined for the SuperH family.

What we do in D32XR is to ...
by Chilly Willy
Wed Mar 29, 2023 8:20 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 634183

Re: New 32x game in development!

Don't worry about it. I think everyone here knows all about not being able to devote every second to your project. I certainly do. Real life often gets in the way. We're a patient sort, here, so just keep at it. We'll still be here.
by Chilly Willy
Sun Mar 19, 2023 12:54 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 634183

Re: New 32x game in development!

Sounds rather useful. Might attract some folks who'd rather concentrate on the game than on coding.
by Chilly Willy
Sat Mar 04, 2023 11:51 pm
Forum: Tools
Topic: SGDK Platformer Studio
Replies: 2
Views: 16371

Re: SGDK Platformer Studio

That is rather interesting. More tools are always welcome.
by Chilly Willy
Sat Feb 18, 2023 11:04 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 634183

Re: New 32x game in development!

Using a BMP with the font is a good idea as you can easily change fonts by changing the BMP. It seems you figured out your problems - it should be almost the same as drawing sprites, just without the animation... unless you want an animated font. Maybe a metallic font that gleams? Or a font that ...
by Chilly Willy
Thu Feb 16, 2023 9:19 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 634183

Re: New 32x game in development!

You've really put some work into this. Looks like those old RPGs; the battle screen looks good. Is it going to be turn-based?
by Chilly Willy
Thu Feb 09, 2023 9:43 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 634183

Re: New 32x game in development!

If you don't have a github account, you might want to make one. You're reaching the point that you might want to start keeping the source on github.