Search found 197 matches
- Mon Sep 17, 2018 1:04 pm
- Forum: Hardware
- Topic: Some questions about Saturn HW
- Replies: 25
- Views: 39446
Re: Some questions about Saturn HW
The SH2/VDP1/VDP2/SCU clocks are generated by a PLL (IC20), which uses 14.318MHz * 2 = 28.6 MHz in 352px mode. In 320px mode, it runs the frequency through a 1708/1820 divider to get 26.8MHz. SCU DSP runs at half of that. In PAL units it uses a 17,734 MHz crystal and it is run through a 910/1135 div...
- Mon Sep 03, 2018 10:10 pm
- Forum: Exodus
- Topic: Exodus 2.1 release soon (Now available!)
- Replies: 44
- Views: 125542
- Fri Aug 31, 2018 2:56 am
- Forum: Exodus
- Topic: Exodus 2.1 release soon (Now available!)
- Replies: 44
- Views: 125542
Re: Exodus 2.1 release soon (Now available!)
If I may say, it is great to have you back developing stuff. The projects you are handling are all truly one of a kind in how advanced they are, and it is great to see them progressing even if I personally can't make any use of them.
- Wed Aug 29, 2018 3:19 am
- Forum: Exodus
- Topic: Exodus 2.1 release soon (Now available!)
- Replies: 44
- Views: 125542
- Tue May 01, 2018 10:30 pm
- Forum: Hardware
- Topic: Some questions about Saturn HW
- Replies: 25
- Views: 39446
Re: Some questions about Saturn HW
Actually... if the VDP1 is shrinking a texture, and there are transparent and opaque texels "overlapping" in a given place, does the opaque texel always get drawn? (i.e. does it write to the same pixel on the framebuffer multiple times within a line?) I think it is different in each mode. With Scal...
- Tue May 01, 2018 10:17 pm
- Forum: Hardware
- Topic: Some questions about Saturn HW
- Replies: 25
- Views: 39446
Re: Some questions about Saturn HW
When reading doc and forums, I understand VDP1 will adapt texture to polygon. It polygon is 32x32 and texture 64x64, I understand will shrink texture to 32x32 and then change shape to adapt to polygon shape. But you wrote that will "show only 32x32 and then waste time checking pixels that don't end...
- Tue Apr 24, 2018 11:01 pm
- Forum: Hardware
- Topic: Some questions about Saturn HW
- Replies: 25
- Views: 39446
Re: Some questions about Saturn HW
You'd need to do quite some magic to "defragment" your sprite table in a way like that, although I suppose it is possible, especially if you use very large sprites. But I don't think it's practical because for animation-heavy games, the VRAM is not enough and you need to load new sprites from low ra...
- Tue Apr 24, 2018 2:32 am
- Forum: Hardware
- Topic: Some questions about Saturn HW
- Replies: 25
- Views: 39446
Re: Some questions about Saturn HW
End codes are just Sega's idea of speed optimization. They tell the VDP1 to stop sampling the texture, so if large parts of the texture are transparent, you can get a potentially significant speedup at drawing.
- Sun Apr 22, 2018 8:58 pm
- Forum: Hardware
- Topic: Some questions about Saturn HW
- Replies: 25
- Views: 39446
Re: Some questions about Saturn HW
Though after working on some software polygon routines meant to draw Saturn-like quads I'm left baffled as to why it needs to go through all pixels (is bresenham-like interpolation that hard to do in hardware? serious question), not sure what it's doing internally on that respect. It goes through e...
- Sun Apr 22, 2018 2:05 am
- Forum: Hardware
- Topic: Some questions about Saturn HW
- Replies: 25
- Views: 39446
Re: Some questions about Saturn HW
I don't know if you get overdrawn pixels when you draw a poly where the right side is larger.... logic would dictate that you get dropouts here, but the VDP1 does some aliasing to get around this, but I don't know how. Whenever the line would step diagonally in its slope it draws two pixels (on bot...
- Sat Apr 21, 2018 10:06 pm
- Forum: Hardware
- Topic: Some questions about Saturn HW
- Replies: 25
- Views: 39446
Re: Some questions about Saturn HW
- VPD1 and VPD2: VPD1 writes in framebuffer. VPD2 reads this framebuffer and copy all this info to one of its layers. Then mix all layers and send result to TV: If this is true, then all "sprites" are in one layer. This seems usual way. The Video Panda 1 draws one frame to its framebuffer 0, while ...
- Thu Aug 10, 2017 12:35 pm
- Forum: Mega/SegaCD
- Topic: Subcodes only for CD+G ?
- Replies: 8
- Views: 13044
Re: Subcodes only for CD+G ?
If you are on Windows, CD Manipulator can make clonecd compatible dumps with subcode included, and it is free:
http://www.storeroom.info/cdm/
It will write a "cdm" file instead of "ccd" but the format is the same, and it can be renamed and work the same.
http://www.storeroom.info/cdm/
It will write a "cdm" file instead of "ccd" but the format is the same, and it can be renamed and work the same.
- Mon Nov 21, 2016 8:14 pm
- Forum: Hardware
- Topic: Cross Products MegaCD Development Kit in action
- Replies: 2
- Views: 7602
Re: Cross Products MegaCD Development Kit in action
Very nice video!
Do we have board photos of the Sega interface card? The longer one in your video (not the SNASM one).
Do we have board photos of the Sega interface card? The longer one in your video (not the SNASM one).
- Wed Aug 24, 2016 10:39 pm
- Forum: Megadrive/Genesis
- Topic: Questions on developing a Mega Drive emulator
- Replies: 39
- Views: 36074
Re: Questions on developing a Mega Drive emulator
There's a few menu screens on the SNES that use interlace mode, but it's pointless. Progressive fonts are perfectly legible too. Yeah but on the SNES you are heavily limited in colours and background layers if you use the interlaced mode. On the Megadrive you are pretty much only limited by whether...
- Sat Mar 26, 2016 7:27 pm
- Forum: Megadrive/Genesis
- Topic: Sega TeraDrive motherboard pics
- Replies: 29
- Views: 31896
Re: Sega TeraDrive motherboard pics
BIOS of teradrive : http://piroxilin.narod.ru/sega/teradrive/bios-27c010.bin And here I was hoping I was gonna get some work stuff done. There goes the day... EDIT: oh, it's the PC BIOS. I wonder if it includes any Tera Drive specific code or not. EDIT 2: by the way before I forget, looks like this...