Search found 152 matches
- Mon Sep 05, 2011 1:06 am
- Forum: SGDK
- Topic: Raster Effect with Gendev ( SGDK)
- Replies: 33
- Views: 31504
You can also "stretch" vertically (or indeed theoretically display any scanline of the image although I haven't tested it) by setting full screen vscroll and stuffing values into the single VSRAM address used for full scroll on every scanline. My First Time Out demo uses full screen scroll in a simp...
- Fri Jul 29, 2011 12:39 am
- Forum: Hardware
- Topic: HDD (or flash) instead of a CD, questions...
- Replies: 140
- Views: 168857
I know that the game loaders for the PS2 use a little bit of resident code to hook into the system disc I/O routines to feed the data from another source (whether USB, HDD, Ethernet, or IEEE1394 depending on the loader). Might be doable on the MCD through a BIOS replacement (don't most games read da...
- Fri May 27, 2011 9:08 pm
- Forum: Megadrive/Genesis
- Topic: Problems I find if I want to create a save state for real HW
- Replies: 5
- Views: 4175
The C64 freezer carts that could "read" unreadable registers would actually sort of "shadow" those memory locations so that the cart would always have an up to date copy of each write-only register. Perhaps something similar can be done on the Megadrive? As for CPU internal state, it could be more o...
- Wed Apr 13, 2011 1:32 am
- Forum: Megadrive/Genesis
- Topic: Super Magic Drive research thread
- Replies: 133
- Views: 270468
- Thu Nov 18, 2010 1:59 pm
- Forum: Demos
- Topic: Sonic The Hedgehog Open Source Project
- Replies: 8
- Views: 35460
When people (and one of the admins, especially) go to the length of making innuendos about "leaked" source code for their hacks, of source they do not have the right to use either, just because they think that open source is only good for leechers who want to copy, you can't say they're supportive ...
- Thu Nov 18, 2010 1:13 pm
- Forum: Demos
- Topic: Sonic The Hedgehog Open Source Project
- Replies: 8
- Views: 35460
Sonic Retro actually has interesting information, but the site has an elitist attitude which most probably won't tolerate an "open source" project Nonsense, there have been plenty of projects with source available. and you will deal with all sorts of small kids who think they're geniuses for tweaki...
- Tue Jul 13, 2010 9:21 pm
- Forum: Hardware
- Topic: SEGA Genesis/Megadrive clone in a FPGA
- Replies: 30
- Views: 35679
I will suggest that any and all enhancements should be gated behind an "enable" register, lest you break any existing software. Case in point - the Commodore 128. As with the SMS/Genesis relationship, the C128 contains a C64 in hardware, but also has some enhancements in C128 mode. However, some of ...
- Sun Jul 11, 2010 10:12 am
- Forum: Demos
- Topic: Super Mario Bros on the Genesis
- Replies: 58
- Views: 51438
- Sun Jul 11, 2010 5:53 am
- Forum: Demos
- Topic: Super Mario Bros on the Genesis
- Replies: 58
- Views: 51438
I wish it was "A" Run "B" Jump "C" Run But B+C is fine Do a SMB2j Port..But the Mapper 4 Hack - According to Sik (he said it first...), now in main screen the number of players is selected with the Up/Down buttons. Now the A and C buttons does the same function. Plus, the joypads are initilized pro...
- Sat Jul 10, 2010 5:58 pm
- Forum: Demos
- Topic: Super Mario Bros on the Genesis
- Replies: 58
- Views: 51438
Yeah, that would work too. I solved the problem for the moment by re-assigning my keys in Fusion, of course that helps none for hardware. As long as there is a run button to the left of a jump button, I don't really care. I like the idea of B for run and A/C for jump, although I never use A to jump ...
- Sat Jul 10, 2010 8:58 am
- Forum: Demos
- Topic: Super Mario Bros on the Genesis
- Replies: 58
- Views: 51438
- Tue Jul 06, 2010 8:35 am
- Forum: Demos
- Topic: Super Mario Bros on the Genesis
- Replies: 58
- Views: 51438
Strange, I remember seeing somewhere in the code a routine that sets H40 mode if some value is read at some RAM address on startup (why ?). Contrary to what emulators are doing, RAM is not initialized on power on, so it can return random value depending on the console model. That seems like it'd be...
- Sun Jul 04, 2010 5:00 pm
- Forum: Demos
- Topic: Super Mario Bros on the Genesis
- Replies: 58
- Views: 51438
I recorded a full warpless run the other night, it's 42:44 long and so I'm uploading it in 5 segments on YouTube. Here's the first one, second one uploading now, third through fifth will upload after that, then I'll add annotations later today.
- Fri Jul 02, 2010 11:18 pm
- Forum: Demos
- Topic: Super Mario Bros on the Genesis
- Replies: 58
- Views: 51438
incredible work :) funny few times ago, i was looking at the super mario source thinking about a genesis port :p great to hear that my "md developer studio" was helpful :) Heh, as was I at one point. I would have been doing it manually, however, and instead of emulating the PPU and I/O, I would hav...
- Fri Feb 26, 2010 12:45 pm
- Forum: Video Display Processor
- Topic: SMD TV Screen Resolutions !
- Replies: 6
- Views: 5330
256 pixels also gives you less sprites per raster line, so it is not alternative at all. You can display 320x224 picture on 320x240 screen, but you can't display 320x240 picture on 320x224 screen without losing details, so the choose is obvious. Except for the fact that you lose compatibility with ...