My next article is on ADSR, it's been in draft form for a long time though due to work commitments :(
Just in case it's of any use to you:
Welcome to the second article in the Megadrive Sound series! I've been hard at work on my PSG sequencer, making a few improvements, adding new features, and ...
Search found 209 matches
- Thu Oct 09, 2014 4:25 pm
- Forum: Sound
- Topic: Drawing ADSR envelopes to screen.
- Replies: 7
- Views: 21813
- Thu Oct 09, 2014 2:03 pm
- Forum: Sound
- Topic: Drawing ADSR envelopes to screen.
- Replies: 7
- Views: 21813
- Thu Oct 02, 2014 9:52 pm
- Forum: Megadrive/Genesis
- Topic: Bad pixellation.
- Replies: 7
- Views: 6796
- Thu Oct 02, 2014 8:31 am
- Forum: Megadrive/Genesis
- Topic: Bad pixellation.
- Replies: 7
- Views: 6796
- Tue Sep 30, 2014 11:07 am
- Forum: Megadrive/Genesis
- Topic: 0x00FF03F8 - 0x00FF045C RAM problems.
- Replies: 7
- Views: 6165
Watch out for address errors. Those are the bugs I run into the most! Tell me about it. This one was really tricky to find, I actually ran into the problem code by mistake (luckily).
I ran into another issue today, I was tempted to ask for help but I stuck to it this time. I'm not going to learn ...
I ran into another issue today, I was tempted to ask for help but I stuck to it this time. I'm not going to learn ...
- Mon Sep 29, 2014 8:47 am
- Forum: Megadrive/Genesis
- Topic: Cursor movement problems.
- Replies: 7
- Views: 5977
- Fri Sep 26, 2014 1:54 pm
- Forum: Megadrive/Genesis
- Topic: Cursor movement problems.
- Replies: 7
- Views: 5977
- Fri Sep 26, 2014 8:27 am
- Forum: Megadrive/Genesis
- Topic: Cursor movement problems.
- Replies: 7
- Views: 5977
Branches are not subroutines, they don't push the return address and cannot be jumped back to with rts - you need to jsr ( J ump to S ub R outine) if you want to return to that location with rts ( R e T urn from S ubroutine)
Unfortunately this means changing your code a little, since you'll need to ...
Unfortunately this means changing your code a little, since you'll need to ...
- Tue Sep 23, 2014 8:46 am
- Forum: Video Display Processor
- Topic: Hex values for VDP registers...
- Replies: 5
- Views: 10422
The VDP register calculator from here is my new best friend: http://www.pascalorama.com/article.php?news=28&cat=21
- Thu Sep 18, 2014 11:15 am
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 9107
Cheers, I'll research into Listing files and see what I make of it.
How do you mean 'seems to be offset' - in what sense?
Only going by visuals, my characters' tiles start a few lines down (I should find the actual offset in bytes, that might help my case :lol:) - the only difference is where in ...
How do you mean 'seems to be offset' - in what sense?
Only going by visuals, my characters' tiles start a few lines down (I should find the actual offset in bytes, that might help my case :lol:) - the only difference is where in ...
- Thu Sep 18, 2014 8:30 am
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 9107
- Wed Sep 17, 2014 12:11 pm
- Forum: Video Display Processor
- Topic: VDP register questions regarding the Sonic 1 disassembly
- Replies: 1
- Views: 6852
VDP register questions regarding the Sonic 1 disassembly
Hi all!
I'm trying to replicate the VDP setup and clear screen process in the Sonic 1 disassembly from SonicRetro.org, and this issue is bugging me.
There's two sets of VDP registers, one for initial setup (clearing CRAM, displaying checksum error) and one for the game itself:
VDPSetupArray: dc ...
I'm trying to replicate the VDP setup and clear screen process in the Sonic 1 disassembly from SonicRetro.org, and this issue is bugging me.
There's two sets of VDP registers, one for initial setup (clearing CRAM, displaying checksum error) and one for the game itself:
VDPSetupArray: dc ...
- Tue Sep 16, 2014 10:31 am
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 9107
- Mon Sep 15, 2014 9:34 pm
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 9107
Awesome, I understand that bit then.
What can I do in code to ensure I stick to the alignment? Where and when would I expect to use a CNOP or ALIGN directive? Maybe some general rules about where data needs to be put?
So far I've reorganised everything so that no code at all is below any data, and ...
What can I do in code to ensure I stick to the alignment? Where and when would I expect to use a CNOP or ALIGN directive? Maybe some general rules about where data needs to be put?
So far I've reorganised everything so that no code at all is below any data, and ...
- Mon Sep 15, 2014 10:28 am
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 9107
68k PC alignment - could somebody please explain?
Hi!
I've spent the last hell-knows-how-long trying to port my framework to real hardware. I have a Cross Products MegaCD kit with SNASM2 interface, assembler and debugger, and I'm very slowly making progress.
My latest hurdle is that when making subtle changes (adding a new palette, changing my ...
I've spent the last hell-knows-how-long trying to port my framework to real hardware. I have a Cross Products MegaCD kit with SNASM2 interface, assembler and debugger, and I'm very slowly making progress.
My latest hurdle is that when making subtle changes (adding a new palette, changing my ...