Search found 3131 matches

by Stef
Tue Jan 06, 2009 12:07 pm
Forum: Sound
Topic: Toy Story *.MOD player
Replies: 13
Views: 12948

OT just brings life to the threads :) I would also add Panorama Cotton to the list, this game is seriously making good use of VDP. Yeah Panorama cotton is using a neat 3D effect but all levels are based on that effect. In Toy Story, almost each level use different "rendering" method and all of them...
by Stef
Mon Jan 05, 2009 7:05 pm
Forum: Blabla
Topic: Happy new year!
Replies: 7
Views: 6001

We got some snow today, my wish has been fulfilled X'D
Happy New Year mates ! I wish you all the best and some nice coding time ;)
by Stef
Mon Jan 05, 2009 6:01 pm
Forum: Sound
Topic: Toy Story *.MOD player
Replies: 13
Views: 12948

I think, for all those years from release of the game, there was more people who noticed this. And I don't think it's important who noticed it first. It's authors of the game who made real achievement. The complete game is just a master piece of the MD, in almost every point it pushs the megadrive ...
by Stef
Sun Jan 04, 2009 2:45 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28839

In your picture, polygones are hopefully the type of polygon where the transparence can work because a very few pixel overlap during the rendering. Texturing won't change the done afaik, if you're look closely to the picture you'll see some wrong transparents pixels on polygons border where pixels o...
by Stef
Sat Jan 03, 2009 11:03 am
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28839

As far as I know, the "mesh" technique was the one nearly everything used. The CPUs on the Saturn simply aren't powerful enough to do alpha effects via software in a game. Did you ever see software alpha effects on 486 PCs? No? Same reason. A 28 MHz MIPS won't do software alpha unless the place it'...
by Stef
Fri Dec 19, 2008 10:29 pm
Forum: Regen
Topic: Regen 0.95
Replies: 47
Views: 101654

-The Brighten feature screws with SMS/GG games badly. Check Sonic 2 for both systems to see what I mean. Personally, Aamir, I would drop that option, as well as "Overdrive". Kega does things a bit differently to other emulators and those options are only there to make it look/sound more like Gens, ...
by Stef
Sat Nov 15, 2008 10:58 am
Forum: Regen
Topic: SegaCD and 32x
Replies: 52
Views: 53028

Re: SegaCD and 32x

I originally write a DualCore emulator, all registers, everything, was duplicated in the main context, and the code was designed to run one instruction from two CPUs at once. It seemed like a fantastic way to obtain both accuracy and speed. But the fact that I dumped it before even releasing a buil...
by Stef
Sat Nov 15, 2008 10:57 am
Forum: Regen
Topic: SegaCD and 32x
Replies: 52
Views: 53028

In Gens i created 2 specific core for 68000 because they both has specific part of code... it was a pretty awful way to do these things. Starscream use a slow context switch method and you should avoid this solution in your case. Just use a context pointer structure for your SH2 and 68000 cores so c...
by Stef
Thu Nov 13, 2008 10:32 pm
Forum: Super 32X
Topic: wait states
Replies: 8
Views: 7708

Re: wait states

... For the same idea above - to have access to ram/rom on the cart at same speed as internal SDRAM. You won't have access to rom on the cart at same speed as internal SDRAM whatever you do. The ROM is 16 bits and very slow when you compare it to the SH2 memory capabilities. You should never avoid ...
by Stef
Sat Oct 18, 2008 5:40 pm
Forum: Sound
Topic: 68000 ram access from z80 ?
Replies: 41
Views: 36817

AamirM wrote:Hi,

I thought writing worked but reading didn't. So, Mamono Hunter Youko doesn't seem to be doing anything wrong.

stay safe,

AamirM
I did many tests on my systems and both writings as readings were impossible... i didn't tested on a japanese system though.
by Stef
Fri Oct 17, 2008 8:33 pm
Forum: Sound
Topic: 68000 ram access from z80 ?
Replies: 41
Views: 36817

Ok, i done all possible tests and i can confirm it is *not* possible to access 68k RAM from Z80. Any read from the Z80 return $FF and write doesn't work, they are simply ignored... I tested on each possible areas ($E00000 to $FF0000) and it gave always the same result. I tested on a PAL model 1 and...
by Stef
Thu Oct 09, 2008 7:35 pm
Forum: Sound
Topic: Dramatic bad DAC output quality !
Replies: 60
Views: 47986

Maybe you should get output oscillogram and see how they differ? Just recall that duty cycle from DAC is significantly low (about 1 / 12 of time to complete sample time of all 6 channels), oscillogram I already gave. That may affect very strong. I don't own oscilloscop, i can just compare "sound ou...
by Stef
Thu Oct 09, 2008 7:31 pm
Forum: Sound
Topic: Dramatic bad DAC output quality !
Replies: 60
Views: 47986

Ah. Now I know what to listen for :) So are the samples 16 bit? Are you just outputting high byte to DAC? [EDIT] Also, did you try playing same sample with one of the drivers other people here have written? Do you get the same effect? I'm guessing a 'vibrato effect' would have to be caused by the d...
by Stef
Wed Oct 08, 2008 9:59 pm
Forum: Sound
Topic: Dramatic bad DAC output quality !
Replies: 60
Views: 47986

I do know having differents waveform can produce similar sound, i do know also my sample from emulator isn't the perfect output. I guess there is some modulation due to the quality of souncard and circuit etc... Anyway in my case, the sound played on the real hardware really sound different compared...
by Stef
Sat Oct 04, 2008 3:34 pm
Forum: Sound
Topic: Dramatic bad DAC output quality !
Replies: 60
Views: 47986

I am not saying that game relied on something chip didn't do. I am saying that games relied on their imperfectness. For example, emulating the *perfect* M68000 wouldn't run Gargoyles or Jim Power. stay safe, AamirM As for 68000, PSG is not responsible of these "imperfections", all rely on the MD bo...