Search found 2846 matches

by Chilly Willy
Sat Nov 24, 2007 7:13 pm
Forum: Sound
Topic: PSG sound effects converter and player
Replies: 13
Views: 6957

To be honest I rejected C++ during a long time. Because C has no limit, you can do whatever you want with it... C++ was just more complexe, not supported on every target (old target specifically), compilation is a lot slower... But now i have some experience with object programming, i know how it c...
by Chilly Willy
Sat Nov 24, 2007 3:12 am
Forum: Mega/SegaCD
Topic: 3d software rendering on megacd
Replies: 20
Views: 15987

You forgot something by the way : the font data converter. It's a sort of 1 bit to 4 bits color converter. You can use it for fast mask or font decompression :) Is that a BIOS routine or something that the ASIC can do(didn't see it listed in the specs)? Part of the ASIC. It's in the manual, not the...
by Chilly Willy
Fri Nov 23, 2007 8:27 pm
Forum: Mega/SegaCD
Topic: 3d software rendering on megacd
Replies: 20
Views: 15987

You forgot something by the way : the font data converter. It's a sort of 1 bit to 4 bits color converter. You can use it for fast mask or font decompression :) I noticed that - that would be handy in minimizing the space taken by your fonts, not to mention being able to set the color of the font o...
by Chilly Willy
Fri Nov 23, 2007 8:22 pm
Forum: Sound
Topic: PSG sound effects converter and player
Replies: 13
Views: 6957

It might depend of the peoples and their programming backgrounds... Because, me too, I have crazy problem with windows C++. But I have no problem at all making actionscript stuff (which can be kinda object based), strange ^^. To be honest I rejected C++ during a long time. Because C has no limit, y...
by Chilly Willy
Wed Nov 21, 2007 6:45 pm
Forum: Megadrive/Genesis
Topic: newbie creating genesis graphics
Replies: 68
Views: 30555

Well, SEGA CD uses the Genesis VDP as it is... So, nothing different. Well, half half.. The segacd have a rendering hardware... which render picture from RAM to RAM... This rendering hardware have several little stamping modes, one use a 2048*2048 map made of 32*32 (or 16*16, i don't remember) pixe...
by Chilly Willy
Tue Nov 20, 2007 6:49 am
Forum: Sound
Topic: PSG sound effects converter and player
Replies: 13
Views: 6957

C (not ++) is easy, it's possible to learn it for few days, if you already know other high-level languages like BASIC; ASM knowledge will be useful too. You can start with one of tutorials in Net (I can't recommend any because I learned that many years ago with one bad-written book), and I can answ...
by Chilly Willy
Mon Nov 19, 2007 5:18 pm
Forum: Megadrive/Genesis
Topic: newbie creating genesis graphics
Replies: 68
Views: 30555

Yeah. Like i said a bit before, better not bother about the 32x... Because each "new game" might have its own file format, size and compression. Top of that, all the drawing softwares already handle 256 paletized and 16bit true color... So... :) Well, at least being able to output RLE for static ba...
by Chilly Willy
Mon Nov 19, 2007 8:18 am
Forum: Megadrive/Genesis
Topic: newbie creating genesis graphics
Replies: 68
Views: 30555

Is there any crossplatform paint for PC???I mean paint tool that will be able to save in SEGA MD/GENESIS format???And small viewer for run that pictures on SEGA MD/GENESIS??? GIMP will dump paletted images to C, but it assumes the image to be 256 color, even when it's not, so it would require a sli...
by Chilly Willy
Fri Nov 16, 2007 5:39 pm
Forum: Megadrive/Genesis
Topic: newbie creating genesis graphics
Replies: 68
Views: 30555

Is there any crossplatform paint for PC???I mean paint tool that will be able to save in SEGA MD/GENESIS format???And small viewer for run that pictures on SEGA MD/GENESIS??? (It is not bad idea for future - for game pictures ,pixelart scene...) :oops: GIMP will dump paletted images to C, but it as...
by Chilly Willy
Thu Nov 15, 2007 6:41 pm
Forum: Blabla
Topic: Sega CD on a nomad
Replies: 10
Views: 6068

Just point her to here: http://emu-docs.org/?page=Genesis

A little ways down the page, there are the schematics to the Genesis. That should be a big help in making a connector that is SEGA CD compatible.
by Chilly Willy
Tue Nov 13, 2007 4:40 am
Forum: Blabla
Topic: Happy birthday to me !!!
Replies: 12
Views: 5976

Damn! I got socks older than some of you! :lol:
by Chilly Willy
Fri Nov 02, 2007 7:58 pm
Forum: Mega/SegaCD
Topic: Sega CD MP3 Player?
Replies: 8
Views: 6985

68000 is like 286 (but much better than 286...) 68030 is like 386DX/40... But with some hardware MP3 encoder in cartrige maybe... Yes, but the speeds are tremendously different. First, the 030 clock is about four times as fast. Second, the 030 uses fewer clock cycles per instruction than the 000. T...
by Chilly Willy
Fri Nov 02, 2007 7:52 pm
Forum: Sound
Topic: Notes on YM2612
Replies: 26
Views: 12655

Well, I wasn't born "back these days"... :wink: MD was pretty expensive thing, and they cut costs from everywhere (and the sound part makes me REALLY angry !!! I'd kill that guy who designed the mixing circuits in MD !!!) And in my mind, putting a pair quad flip-flops into the chipset and few more ...
by Chilly Willy
Fri Nov 02, 2007 5:30 am
Forum: Sound
Topic: Notes on YM2612
Replies: 26
Views: 12655

I can't imagine the communication between Z80 and 68K side, since both can't access YM2612 at time... and I agree with you, that's a stupid way of communication... why SEGA didn't put a buffer into MD, so you don't have to stop Z80 to communicate with it ? PCM would get so fucked up... Remember tha...
by Chilly Willy
Thu Nov 01, 2007 8:01 pm
Forum: Sound
Topic: Notes on YM2612
Replies: 26
Views: 12655

It seems that my Z80 MSE can play 2 channels of PCM samples at YM2612 sampling rate which is 52KHz. Thanks for the info !!! As for NOPping, i'll do some deeper invertigation to get to know the more or less exact delays required. Ever needed more channels but don't want to spend the time scaling and...