Search found 209 matches

by BigEvilCorporation
Sat Jun 18, 2016 8:14 pm
Forum: Megadrive/Genesis
Topic: Infinite scrolling maps/scroll plane "edge" DMA
Replies: 15
Views: 13554

Re: Infinite scrolling maps/scroll plane "edge" DMA

No compression at all?! Have you not got a ROM size limit in mind? To be honest, I haven't really sat down to work out how much I want to spend on the ROM size but I make things take up as little space as possible to give me breathing space for later on. It's on the "I'll deal with it when the time...
by BigEvilCorporation
Sat Jun 18, 2016 4:39 pm
Forum: Megadrive/Genesis
Topic: Infinite scrolling maps/scroll plane "edge" DMA
Replies: 15
Views: 13554

Re: Infinite scrolling maps/scroll plane "edge" DMA

I'm doing pretty much that - stream in one screen's worth of data at the start of the level, then only work with the delta row/columns after that. Ensure that your camera's velocity can't exceed more than one tile or that you have the bandwidth spare to keep up. I'm also using the "ridiculous" stora...
by BigEvilCorporation
Fri Jun 17, 2016 7:59 pm
Forum: Hardware
Topic: GBS-8220 fuzzy and green
Replies: 7
Views: 13217

Re: GBS-8220 fuzzy and green

I've tried pressing down on each chip in turn, and bending the board slightly, but no change in the signal at all.

I'll fetch out the Gamecube and give it a whirl.

There's probably some people at work who might have some gear, a few are into robotics.
by BigEvilCorporation
Sun Jun 12, 2016 12:07 pm
Forum: Hardware
Topic: GBS-8220 fuzzy and green
Replies: 7
Views: 13217

Re: GBS-8220 fuzzy and green

Image

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by BigEvilCorporation
Sun Jun 12, 2016 11:56 am
Forum: Hardware
Topic: GBS-8220 fuzzy and green
Replies: 7
Views: 13217

Re: GBS-8220 fuzzy and green

Hey!

I'm afraid I don't have a scope or any other means to test it, and my electronics knowledge doesn't go beyond resoldering capacitors.

I'll get a photo of the settings, but there's not a lot I can get wrong - it's just input type, output resolution, panning and contrast, that sort of thing.
by BigEvilCorporation
Sun Jun 12, 2016 10:09 am
Forum: Megadrive/Genesis
Topic: A few questions :)
Replies: 15
Views: 14315

Re: A few questions :)

For MegaCD detection, see if this has the info you need: ; ************************************ ; Mega-CD ; ************************************ ; BIOS addresses for various MegaCD types mcd_bios_addr_1 equ 0x00415800 ; SEGA Model 1 mcd_bios_addr_2 equ 0x00416000 ; SEGA Model 2 mcd_bios_addr_3 equ 0...
by BigEvilCorporation
Sun Jun 05, 2016 8:09 pm
Forum: Tools
Topic: Fork of DMF2ESF (Deflemask to Echo converter)
Replies: 10
Views: 18761

Re: Fork of DMF2ESF (Deflemask to Echo converter)

Update: - Added support for the new Deflemask DMF 12 file format (ID 0x18) - Fixed PSG support - Added support for PCM sample conversion and export - Fixed the PCM "note on" offset (PCM samples should be included at the end of the Echo instrument pointer table). I've been using the Green Hill Zone s...
by BigEvilCorporation
Sat May 28, 2016 5:51 pm
Forum: Hardware
Topic: GBS-8220 fuzzy and green
Replies: 7
Views: 13217

GBS-8220 fuzzy and green

Hi! Since moving house and setting up my dev environment again, my beloved GBS-8220 CGA to VGA board is outputting a garbled green screen. Does anyone have any experience with these boards? I've verified that the Mega Drive, scart cable, Sync Strike, and the two VGA cables are not the problem; they ...
by BigEvilCorporation
Sat May 14, 2016 10:08 am
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 30
Views: 62982

Re: Beehive - a Mega Drive tile and map editor

Beehive 0.0.40 released! https://www.mediafire.com/?83zzi693sfwl1yf I've been creating a sprite import and animation tool, to help me take the grunt work out of converting sprites, and abolish the need to author animation data by hand in text files. The tool allows you to: - Create an Actor or Prop ...
by BigEvilCorporation
Sun Apr 24, 2016 5:02 pm
Forum: Megadrive/Genesis
Topic: Blanking the display for one (or more) scanlines only
Replies: 7
Views: 5347

Re: Blanking the display for one (or more) scanlines only

You aren't trying to write to the scroll planes while the hblanks are happening, right? Because setting a register will unset the current address. No, I keep the update and render code mutually exclusive, and there is nothing else in my hblank routine. By the way, you can remove the CMP, it's redun...
by BigEvilCorporation
Sun Apr 24, 2016 4:10 pm
Forum: Megadrive/Genesis
Topic: Blanking the display for one (or more) scanlines only
Replies: 7
Views: 5347

Re: Blanking the display for one (or more) scanlines only

If you only got it to work for sprites then you did something really wrong =P Damn. Well, my code is simple enough: HBlankInterrupt: move.l d0, -(sp) move.w (hline_counter), d0 andi.w #0x1, d0 cmp.w #0x1, d0 beq @ScreenOff move.w #0x8174, vdp_control bra @EndLetterbox @ScreenOff: move.w #0x8134, vd...
by BigEvilCorporation
Sun Apr 24, 2016 11:46 am
Forum: Megadrive/Genesis
Topic: Blanking the display for one (or more) scanlines only
Replies: 7
Views: 5347

Blanking the display for one (or more) scanlines only

Hi! I'm trying to achieve a "letterbox" style mode for cutscenes, creating black bars at the top and bottom of the screen. Modifying the tiles isn't a viable option without some considerable changes to my codebase, and it would use too many sprites. I've tried blanking the display by modifying VDP r...
by BigEvilCorporation
Fri Apr 22, 2016 12:20 pm
Forum: Blabla
Topic: SEGA to offer Steam Workshop + modding support for Mega Drive titles
Replies: 2
Views: 8734

SEGA to offer Steam Workshop + modding support for Mega Drive titles

Linky link: http://www.eurogamer.net/articles/2016-04-21-sega-to-support-mega-drive-game-mods-via-steam This is great news! I'm wondering what kind of mods we'd see, though. If they're aiming for mods to the games then surely SEGA must be okay with people extracting, modifying and re-uploading the R...
by BigEvilCorporation
Sat Apr 16, 2016 5:45 pm
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 30
Views: 62982

Re: Beehive - a Mega Drive tile and map editor

Beehive 0.0.34 released! I've been working on improving the lengthy and mundane process of terrain generation. It was sucking up quite a lot of my time having to paint, place and alter collision tiles whenever the designer(s) made a change to the level, and some problems in the workflow meant redoin...