Search found 3131 matches

by Stef
Mon Feb 09, 2009 10:01 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1176276

Making genesis dev in perl ? wow ! nice challenge ;)
by Stef
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 ...
by Stef
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...
by Stef
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...
by Stef
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... ...
by Stef
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...
by Stef
Fri Feb 06, 2009 6:40 pm
Forum: Announcement
Topic: Host config update
Replies: 8
Views: 15862

AamirM wrote:Finally.....it now works for me as well. Man, I realized I can't live without this place ;) .
Same here, i was so sad these last days...
by Stef
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...
by Stef
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)...
by Stef
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...
by Stef
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...
by Stef
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...
by Stef
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...
by Stef
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, ...
by Stef
Fri Jan 16, 2009 12:13 pm
Forum: Sound
Topic: Genesis - SNES audio comparison
Replies: 161
Views: 102997

TmEE co.(TM) wrote:Ys III uses PCM drums, Contra Hard Corps uses multi channel PCM drums
multi channel ?