Search found 293 matches

by Charles MacDonald
Wed Apr 07, 2010 5:39 am
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 80338

When it comes to scrolling abilities I feel the two systems are equally matched if you consider raster interrupts to be a suitable equivalent to HDMA. The only major differences are that the SNES has for scrolling are: - Offset per tile mode (seldom used) - Can scroll 1-tile wide columns (MD does 2-...
by Charles MacDonald
Wed Apr 07, 2010 4:45 am
Forum: Video Display Processor
Topic: How does Sonic2 handle sprites for interlace mode?
Replies: 7
Views: 10104

Re: How does Sonic2 handle sprites for interlace mode?

With this method for Sonic2 I'm only able to see sprites if I subtract 224 from their y position - and I mainly see the sprites of the bottom half of the interlace display (Tails' screen). For the normal and single density interlace modes bits 8-0 of the sprite Y coordinate are used. In the double ...
by Charles MacDonald
Wed Mar 17, 2010 3:14 am
Forum: Megadrive/Genesis
Topic: DMA instruction from RAM
Replies: 3
Views: 3845

Re: DMA instruction from RAM

However, I recall reading somewhere a discussion about a particular game which uses DMA transfers just fine, but doesn't use RAM at all. I wanted to find this discussion to make a note of it for my own code, but I couldn't find it at all. Does anyone know what I'm talking about? I'd like to know to...
by Charles MacDonald
Fri Feb 26, 2010 11:05 pm
Forum: Video Display Processor
Topic: Megadrive video timings
Replies: 123
Views: 169253

About that, this is how it's done in Genesis Plus (source address registers as well) but it has not been confirmed to be the case on real hardware, it would need to be tested but it does not seem to break any games so far. If you are referring to how the source and length registers get updated duri...
by Charles MacDonald
Sat Jan 02, 2010 5:05 am
Forum: Video Display Processor
Topic: Sprite Table Address Wierdness
Replies: 16
Views: 13560

The VDP has an internal copy of the sprite table, however only the Y position and sprite size information is stored. The X position and attribute word (name,palette,flip,priority) are not stored in it. Whenever you write to VRAM the VDP checks if the address is within the range of the sprite table (...
by Charles MacDonald
Sat Jul 19, 2008 1:42 am
Forum: Cartridge
Topic: The not so famous /YS signal
Replies: 28
Views: 44717

Awesome stuff, in that doc, but the SPA/B pin and the color bus need to be activated in a register beforehand, else they only output internal noise (color bus) Methinks that they are enabled in bit4 in reg 0x0C and bit7 in reg 0x0B, respectively :wink: Bit 7 of $8B "connects" the external 68000 add...
by Charles MacDonald
Fri Jul 18, 2008 10:59 pm
Forum: Pico
Topic: Emulating Sega Pico
Replies: 33
Views: 66550

Re: Emulating Sega Pico

The ADPCM chip is a NEC uPD7759 that has been rebranded by Sega. Here's the datasheet for the same 52-pin QFP version of the chip the Pico uses: http://www.modelektronik.com/download/upd7759.pdf It's emulated in MAME, so it should be a snap to support. If you need timings, the blue thing to the left...
by Charles MacDonald
Sat Apr 21, 2007 1:18 am
Forum: Sound
Topic: ym2612 vs ym2610
Replies: 3
Views: 7959

It's a little confusing: YM2610 has 4 channels FM, 3 channels SSG, and 2 types of ADPCM YM2610B has 6 channels FM, 3 channels SSG, and 2 types of ADPCM YM2612 has 6 channels FM, no SSG, no ADPCM (but a DAC instead) You can still apply SSG-type envelopes to the FM channels on the YM2612. The Neo*Geo ...