Search found 209 matches
- Thu Oct 09, 2014 4:25 pm
- Forum: Sound
- Topic: Drawing ADSR envelopes to screen.
- Replies: 7
- Views: 11877
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 mess...
- Thu Oct 09, 2014 2:03 pm
- Forum: Sound
- Topic: Drawing ADSR envelopes to screen.
- Replies: 7
- Views: 11877
- Thu Oct 02, 2014 9:52 pm
- Forum: Megadrive/Genesis
- Topic: Bad pixellation.
- Replies: 7
- Views: 5882
I'm guessing whatever hardware you tried had clean VRAM? My kit contains garbage on startup (and I assume retail machines will behave in the same way), I've had to start clearing pretty much everything on startup. Emulators are too kind :) http://i.imgur.com/bygj08F.jpg Try this, after initialising ...
- Thu Oct 02, 2014 8:31 am
- Forum: Megadrive/Genesis
- Topic: Bad pixellation.
- Replies: 7
- Views: 5882
- Tue Sep 30, 2014 11:07 am
- Forum: Megadrive/Genesis
- Topic: 0x00FF03F8 - 0x00FF045C RAM problems.
- Replies: 7
- Views: 5088
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 mu...
- Mon Sep 29, 2014 8:47 am
- Forum: Megadrive/Genesis
- Topic: Cursor movement problems.
- Replies: 7
- Views: 5194
- Fri Sep 26, 2014 1:54 pm
- Forum: Megadrive/Genesis
- Topic: Cursor movement problems.
- Replies: 7
- Views: 5194
Excellent! Look into calling conventions (passing params via regs or stacks, how to back up regs before jumping, where return values are stored, etc) and design one to suit your coding style, then stick to it. Some macros help - BACKUP_REGS, RESTORE_REGS, that kind of thing. At the moment I use regs...
- Fri Sep 26, 2014 8:27 am
- Forum: Megadrive/Genesis
- Topic: Cursor movement problems.
- Replies: 7
- Views: 5194
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 ...
- Tue Sep 23, 2014 8:46 am
- Forum: Video Display Processor
- Topic: Hex values for VDP registers...
- Replies: 5
- Views: 8400
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: 7445
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 my ...
- Thu Sep 18, 2014 8:30 am
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 7445
I might not use a script for th elong run but it would certainly help me learn where I'm going wrong at the moment. My code is now behaving itself but when trying to load my "Hello world" character set it seems to be offset. I've added an EVEN before including the file and verified in the memory vie...
- Wed Sep 17, 2014 12:11 pm
- Forum: Video Display Processor
- Topic: VDP register questions regarding the Sonic 1 disassembly
- Replies: 1
- Views: 5903
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.w $8...
- Tue Sep 16, 2014 10:31 am
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 7445
That's the kind of explanation I needed, cheers! So far so good, a full reorganisation of my project seems to have eliminated all of the "subtle change = catastrophic results" cases I was getting frustrated with, and no need for ALIGN or CNOP so far. I didn't know about word alignment of data, I've ...
- Mon Sep 15, 2014 9:34 pm
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 7445
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 i...
- Mon Sep 15, 2014 10:28 am
- Forum: Megadrive/Genesis
- Topic: 68k PC alignment - could somebody please explain?
- Replies: 10
- Views: 7445
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 memo...