Search found 3131 matches
- Mon Feb 09, 2009 10:01 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1176276
- Sun Feb 08, 2009 4:50 pm
- Forum: Video Display Processor
- Topic: Color counts per screen
- Replies: 137
- Views: 85579
stef> Yeah, I was referring to 'cell' animation specifically, not the number of sprites on screen or such (section/ball animation). ... I'm not saying the SNES CPU isn't hindered by the slow clock speed, I'm saying that updating a 'frame cell' of animation has nothing to do with the CPU speed. The ...
- Sun Feb 08, 2009 2:41 pm
- Forum: Demos
- Topic: Wolf32X - now at alpha 4!
- Replies: 36
- Views: 32427
Alpha 3 now up. The view size now defaults to 256 wide. You can increase the view size with Start+B+Right/Y+Right, and decrease the view size with Start+B+Left/Y+Left. Given the speed you see from changing the view size, I don't think I need to knock myself out trying to optimize the rendering. Doe...
- Sun Feb 08, 2009 12:11 pm
- Forum: Demos
- Topic: Wolf32X - now at alpha 4!
- Replies: 36
- Views: 32427
Alpha 3 now up. The view size now defaults to 256 wide. You can increase the view size with Start+B+Right/Y+Right, and decrease the view size with Start+B+Left/Y+Left. Given the speed you see from changing the view size, I don't think I need to knock myself out trying to optimize the rendering. Doe...
- Sun Feb 08, 2009 11:53 am
- Forum: Video Display Processor
- Topic: Color counts per screen
- Replies: 137
- Views: 85579
tomaitheous> The main reason why genesis game offers more sprites and more animations isn't related to VDP capabilities but to CPU. Sending sprite image data to the VDP isn't the only task to do during the frame rendering, a big part of the job is the sprite "logic" calculation : move, collision... ...
- Fri Feb 06, 2009 7:20 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1176276
I don't know why but, trying to (re)use GenDevKit, I now have a 'pearl' not recognized and talk about not being a batch command nor an executable any idea ? I'm under XP, same problem call direclty gcc with file and params ps: and don't forget I updated part 3 and part 4 on my eclipse tut! sounds l...
- Fri Feb 06, 2009 6:40 pm
- Forum: Announcement
- Topic: Host config update
- Replies: 8
- Views: 15862
- Mon Feb 02, 2009 10:12 pm
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2328666
http://www.epicgaming.us/tiido/MD_Sine.rar Can this be any help ? There's recordings of the sine of single operator of MD2 and MD1, going from TL0 to higher values. MD1 has a shift in each half period...... The MD2 sin curve is really... weird ! Looks like a bad approximation of real one, the MD1 d...
- Fri Jan 23, 2009 10:41 pm
- Forum: Demos
- Topic: Gameboy on 32X
- Replies: 77
- Views: 56712
I do not agree with the fact than GCC is a "good" compiler... afaik it's a good compiler but not on performance level : GCC is good only on first compilation stage (pseudo code) but the target code is just correct. GCC can just produce acceptable code for almost every target (as sega genesis or 32X)...
- Mon Jan 19, 2009 12:00 pm
- Forum: Sound
- Topic: Genesis - SNES audio comparison
- Replies: 161
- Views: 102997
Stef: Wasn't it you that was looking into a transfer method via the 68k to the z80 through VRAM? I would assume doing the resampling on the 68k would be pretty easy - just a fixed point indexing system. Volume via a LUT too. I was able to do volume at 5 cycles per sample. Should be comparable on th...
- Sun Jan 18, 2009 7:31 pm
- Forum: Video Display Processor
- Topic: Is DMA useful ?
- Replies: 30
- Views: 29343
Jorge Nuno > Well, I can't turn off video as its displaying something. Umm, 32 bytes/line of display... Are you sure? Because it would mean that you could DMA 224 tiles during active period, and I have some doubts about it ^^. Hoooo god, that's nerdism to the max :P Nobody want to do a song about t...
- Fri Jan 16, 2009 10:47 pm
- Forum: Sound
- Topic: Genesis - SNES audio comparison
- Replies: 161
- Views: 102997
Be sure to use a instruction that takes as long when you don't do volume change, otherwise you get difference in sample rate. I use IM1 instead of SRA when there's no vol changing, both are 2 bytes long and take same amount of time. yep of course :) Keeping a fixed rate isn't easy, i can't get it s...
- Fri Jan 16, 2009 8:50 pm
- Forum: Sound
- Topic: Genesis - SNES audio comparison
- Replies: 161
- Views: 102997
3 channels with volume and resampling, all that on Z80 ? Key: all samples are in single bank, thus no slow bank switching needed. Sure, but as soon you use buffering, the bank switch isn't anymore a big deal... but then resampling becomes one ;) And your sound engine can do volume control with 2 ch...
- Fri Jan 16, 2009 6:55 pm
- Forum: Sound
- Topic: Genesis - SNES audio comparison
- Replies: 161
- Views: 102997
It does even 3 channels, when its doing 3, the sample rate drops from 9...10 to 8KHz. The game should be using signed samples, and can do volumes on PCM aswell as resampling... samples need to be in same bank though. My sound engine does 2 channels with volumes and samples can be all over the ROM, ...
- Fri Jan 16, 2009 12:13 pm
- Forum: Sound
- Topic: Genesis - SNES audio comparison
- Replies: 161
- Views: 102997