Search found 3131 matches

by Stef
Tue Dec 29, 2009 6:12 pm
Forum: Video Display Processor
Topic: Relationship between VDP and User/Kernel Mode?
Replies: 22
Views: 15962

DMA fill is 8 bits only for VRAM, i'm surprised Gens does 16 bits fill but if it's the case; it's a bug in Gens :-/
by Stef
Mon Dec 28, 2009 8:48 am
Forum: Tools
Topic: [GensKMod] 0.7c
Replies: 15
Views: 16476

GensKMod is based on Gens, which need to be in 16 bpp mode to work correctly (i know, this is pretty shitty :p).
by Stef
Wed Dec 23, 2009 9:02 pm
Forum: Tools
Topic: [GensKMod] 0.7c
Replies: 15
Views: 16476

Try to change your desktop color depth to 16 bits, should fix the problem.
by Stef
Tue Nov 17, 2009 10:54 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28837

Yep, the VDP1 is a 2D sprite drawer, it's afaik the most powerful system for that, it can draw *many* sprites, it doesn't have any limitation except the fill rate or VRAM space, it can apply many effect to them etc... when PSX design came out, SEGA modified it a bit to help for "3D" rendering (think...
by Stef
Tue Nov 17, 2009 7:11 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28837

So this is software transparency rendering, the cpu is used to render the transparent polygon (simple gouraud rendering in half resolution, the hard part is to take in account the 3D objects to clip the polygone on correct part) in a VDP2 BG layer then the VDP2 apply transparency on this BG layer. W...
by Stef
Mon Nov 16, 2009 10:19 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28837

I forgot about Sonic R. :P Do any other emulators do the transparency that SSF apparently does? Kinda off-topic too, anyone got any idea/tutorial on how to get CEP to work with SSF? No ideas about how saturn emulator does the VDP1 rendering. I worked a bit on SSE (a discontinued saturn emulator) so...
by Stef
Mon Nov 16, 2009 7:25 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28837

sheath wrote:All of these shots are from the S-video out on my 1995 Saturn.
So i think this is a software transparency effect, i can't see how doing it using hardware (means VDP1 polygon drawing and using it in VDP2 BG)
by Stef
Mon Nov 16, 2009 7:22 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28837

Stef this is you? Gens 2.12 perfect emulator, i never forgot good past time because it was my first emu which i use, thanks you very much, my best friend :wink: Unfortunately, in 2002 i don't have internet, and just read history files, i always have unlimited time for testing, but this amazing emu ...
by Stef
Mon Nov 16, 2009 5:37 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28837

Emulator can fake transparencies, they can change the mesh effect in transparency and use differents methods to rendering transparents polygons (without any pixels overdraws errors) so this's not relevant here.
by Stef
Mon Nov 16, 2009 4:51 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28837

Are your pics from real hardware or an emulator ? The transparency seems to be done in hardware of course as it's applied directly on polygon but i can't see the nasty effect of pixels overdraws... edit : Just saw the video, finally i'm not sure anymore we have hardware transparency here, if you loo...
by Stef
Mon Sep 14, 2009 9:11 am
Forum: Super 32X
Topic: 32X BIOS on MD side
Replies: 6
Views: 7157

I guess SEGA expected some 32X games to be larger than the usual 4 MB rom space so they included the bank switch code (used by super SF2 game on genesis) as an interrupt function :)
by Stef
Tue Aug 11, 2009 9:10 pm
Forum: Megadrive/Genesis
Topic: How do I compile something here? [solved]
Replies: 8
Views: 6302

Re: How do I compile something here?

Be sure to have the sames files in your linux GCC setup than mine win32 GCC setup, don't forget the default libc.a file or stuff like that... I'd like to make something in Windows first because I think you prefer to use it, once you have written that tutorial. That done, we can try to go to linux I...
by Stef
Tue Aug 11, 2009 8:53 am
Forum: Super 32X
Topic: Debugging Features of the Xmen game
Replies: 4
Views: 5289

Got almost same stuff on SF2'.
I guess almost games has their own debugger, it help a lot to fix lasts obscurs bugs.
by Stef
Tue Aug 11, 2009 8:49 am
Forum: Megadrive/Genesis
Topic: How do I compile something here? [solved]
Replies: 8
Views: 6302

Re: How do I compile something here?

Hi, everyone. I'm new at gen dev and I'd like to make at least some "Hello world", "Hi, mom.." "Is there anybody out there?" I'm reading some docs for some time now. First of all I prefer to use linux, so I compile a gcc only for make m68k stuff (gcc-m68k-coff) and it took me some time... After tha...
by Stef
Tue Jul 07, 2009 8:57 am
Forum: Demos
Topic: CVSD Compressed audio example
Replies: 74
Views: 70590

Okay, here's a slight update to the demo - it's just the rom binary and the Z80 driver source as that was the only thing to change. I added a few NOPs to the loop to get it as close to 22050 Hz as I care to right now. musicdemo-2.7z EDIT: As to how close it is now - it was 9.5% fast, and now it's 0...