Well, I can tell you that the docs available at the time didn't make it at all clearGraz wrote:I started with the leaked official docs, and it seemed pretty much obvious to me. I thought it was the recommended way to do things.
Search found 206 matches
- Thu Jan 14, 2010 12:47 am
- Forum: Super 32X
- Topic: DMA to PWM
- Replies: 43
- Views: 47668
- Thu Jan 14, 2010 12:44 am
- Forum: Video Display Processor
- Topic: Megadrive video timings
- Replies: 123
- Views: 161832
- Thu Jan 14, 2010 12:26 am
- Forum: Super 32X
- Topic: DMA to PWM
- Replies: 43
- Views: 47668
It's really annoying. Given that none of the RAM in the 32X is really fast enough, DMA is a complete waste of time - except for this purpose, where its - well - awesome. The perfect solution, and as you say, the PWM quality is outstanding. But instead we get low quality audio because nobody wanted t...
- Thu Jan 14, 2010 12:07 am
- Forum: Video Display Processor
- Topic: Megadrive video timings
- Replies: 123
- Views: 161832
TmEE pointed me at this thread, and I read this: To clear up S/H, normal once and for all? I've heard that S/H fits nicely into a 12 bit palette and that S/H just adjust the step increments. But I've also read that idea/method this doesn't display right for all games. ... and thought 'ah, this old a...
- Wed Jan 13, 2010 11:56 pm
- Forum: Super 32X
- Topic: DMA to PWM
- Replies: 43
- Views: 47668
- Wed Jan 13, 2010 11:53 pm
- Forum: Super 32X
- Topic: SH-2 question(s)
- Replies: 2
- Views: 4481
Re: SH-2 question(s)
It will jump to 0x6789ABC+0x4567+0x4.
This is a relative branch, so it takes the current Program Counter, adds your value, and jumps there.
The SH2 Program Counter is always 4 ahead of the instruction being executed due to pipelining.
This is a relative branch, so it takes the current Program Counter, adds your value, and jumps there.
The SH2 Program Counter is always 4 ahead of the instruction being executed due to pipelining.
- Tue Jan 12, 2010 9:59 pm
- Forum: Super 32X
- Topic: DMA to PWM
- Replies: 43
- Views: 47668
Bah! Well I'm glad you got it working, but I just wrote you a test app and I guess you don't need it now :lol: :cry: I thought it must be something simple because this really isn't that hard. I did discover that I've broken support for stereo dma in Fusion at some point (it works but sounds rough). ...
- Tue Jan 12, 2010 5:01 pm
- Forum: Super 32X
- Topic: DMA to PWM
- Replies: 43
- Views: 47668
Hmm. Well, my test code was for real hardware and did work. Try filling your buffer with random crap before you start - maybe the first dma is happening and it's just getting stuck in your end detection code. I can't see why that wouldn't work, but I've only tried this with interrupts, so I'm not 10...
- Tue Jan 12, 2010 3:29 am
- Forum: Super 32X
- Topic: DMA to PWM
- Replies: 43
- Views: 47668
cut-and-paste some (crappy) code from a test program I wrote: mov.l #$ffffff90,r0 ; set DMAC src mov.l #$22000000,r1 mov.l r1,@r0 mov.l #$ffffff94,r0 ; set DMAC dst mov.l #$20004038,r1 ; (PWM mono register) mov.l r1,@r0 mov.l #$ffffff98,r0 ; set DMAC len mov.l #$20000,r1 mov.l r1,@r0 mov.l #$ffffff9...
- Mon Oct 26, 2009 1:35 am
- Forum: Tools
- Topic: Kega Fusion v3.63
- Replies: 25
- Views: 21133
In the Blast Gate level (the cloudy stage), there's a section in which the player must fly a magic carpet, this carpet is supposed to move by itself as soon as the player jumps on top of it, thing is though, that doesn't happen. Hmm, I don't know how you managed to get that to happen, but I just pl...
- Wed Sep 30, 2009 9:12 pm
- Forum: Super 32X
- Topic: Mars Check Program results for Kega Fusion v3.61
- Replies: 9
- Views: 10240
Re: Mars Check Program results for Kega Fusion v3.61
Well, I've been offline for a few months and just been directed at this thread, after already fixing some of this - grr. TascoDLX, you're way too good at this shit :D I recall Steve saying that Kega focuses on getting the games running, and not the hardware test roms Yup. This test disagrees with so...
- Fri May 15, 2009 11:07 pm
- Forum: Blabla
- Topic: Sega 16bit dev channel?
- Replies: 13
- Views: 9676
Re: Sega 16bit dev channel?
A bit OT I know but... where are these other ones you speak of?tomaitheous wrote:There's quite a few for other consoles. Any on IRC for Sega 16bit? I'm sure some of you guys are already on IRC. So if not, we need such a channel.
Hmm, no. The last three instructions are going to pipeline stall. I thought this might be the case.Chilly Willy wrote:Loading the mask can be neglected as you'll do it once at the start of the loop. That spreads 1 clock cycle over enough loops that it's essentially zero. So it really is just five cycles.
- Fri May 15, 2009 10:47 pm
- Forum: Sound
- Topic: Genesis - SNES audio comparison
- Replies: 161
- Views: 102494
Let me start by saying I in no way intend to insult all of the great work that has been done on the emulation and homebrew front. Oh, of course, no worries man. By played I was referring to the actual control pads having different/better sensitivity than PC gamepads Ah, ok. So we just need to wire ...
- Thu May 14, 2009 10:24 pm
- Forum: Sound
- Topic: Genesis - SNES audio comparison
- Replies: 161
- Views: 102494
I will be trying to prove that the games looked and played and sounded differently with stock parts on stock NTSC televisions. For "Looked", we have Blargg's NTSC filter. It is not 100% perfect but most people won't notice. I discussed the remaining issues with Blargg a long time ago, but he has no...