Search found 85 matches

by Manveru
Sun Dec 02, 2018 2:32 am
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

As after some weekend party is a great moment for coding xD, i decide to check a bit the "volatile" pointers causing the issue. I tested adding a "volatile" keyword to every var accessing memory, and (at least in emulators Blastem and KMod, can't test in real hardware) i can make music samples sound...
by Manveru
Tue Nov 20, 2018 6:27 pm
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

I am using gcc 8.2 but i did my tests also with gcc 6.3 and 7.2, and with all of them i have the issue.
Probably one day i will try to make some performance test with different gccs, it can be interesting.
by Manveru
Tue Nov 20, 2018 12:32 pm
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

I had no idea about memory barriers. It is common not to find much info about 68k and gcc, and it is usually a problem. I hope Stef and the people like you who know about that stuff can improve SGDK and let us learn about that good behavior programing for the mega drive.
by Manveru
Mon Nov 19, 2018 3:30 pm
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

Ohh.. again a compiler optimization issue, generally optimization issue are caused by missing "volatile" keyword on port access. It also may be related to your "wait" loops. I observed for instance that in some situation the VDP_waitVSync() method may be optimized by the compiler so that the next l...
by Manveru
Mon Nov 19, 2018 2:46 pm
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

while(!Z80_isDriverReady()) while(Z80_isBusTaken()); You DO realize that Z80_isBusTaken() merely checks if the 68k has halted the Z80? That "while(Z80_isBusTaken());" either does nothing, or it hangs forever, depending on if the Z80 has been halted. Yes, that is the problem, the question is why tha...
by Manveru
Mon Nov 19, 2018 11:10 am
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

A friend tested in his computer the last SGDK with the simple main sample playback and he got the same results, so i am happy to know it is not a problem of my computer or its configuration. In kega fusion the sample can be heard, but in blastem, exodus, regen and kmod, no sound is listened. Using k...
by Manveru
Sun Nov 18, 2018 9:55 pm
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

I was doing what you told me about porting the code to the SGDK version step by step. Now i am fully using SGDK but i can not get it to work. I got the 1.34 SGDK version, i added the global vars and path data, and then i created a folder with just a main.c file in src and i copied the samples and mu...
by Manveru
Sat Nov 17, 2018 2:57 pm
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

I can not replace the Vint function with SGDK one because it uses a lot of stuff for DMA, tiles, fades... that i do not use. My vint function is now reduced to 2 lines for those test: vtimer++; if (VIntProcess & PROCESS_XGM_TASK) XGM_doVBlankProcess(); Of course i have tested different implementatio...
by Manveru
Sat Nov 17, 2018 1:11 pm
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

Re: XGM Driver issue

Thanks for your answer Stef. Yep, it is very weird that all the accurate emulators play the music perfectly, the Kmod can not play samples in music and console freezes before the music starts. The last thing i tried is just loading the booting file (SGDK sega.s just with my vint function), then it j...
by Manveru
Fri Nov 16, 2018 10:12 pm
Forum: SGDK
Topic: XGM Driver issue
Replies: 21
Views: 12984

XGM Driver issue

Hello mates. I am trying to add current XGM driver to my code, but i can't make it work properly. I copied the sound files keeping all the files unchanged, except some VDP functions replaced with the ones in my code. I updated my VINT function to look like the one in SGDK in terms of audio and dma, ...
by Manveru
Wed Oct 03, 2018 3:24 pm
Forum: Tools
Topic: Fork of DMF2ESF (Deflemask to Echo converter)
Replies: 10
Views: 18764

Re: Fork of DMF2ESF (Deflemask to Echo converter)

I think the SRC stuff was temporarily commented out a while back due to a problem (and we were authoring all of our samples to the target rate on Tanglewood anyway) - might be worth commenting that back in. It was left in a bit of a mess after TW since there was a last minute rush to fix bugs and g...
by Manveru
Tue Oct 02, 2018 9:14 pm
Forum: Tools
Topic: Fork of DMF2ESF (Deflemask to Echo converter)
Replies: 10
Views: 18764

Re: Fork of DMF2ESF (Deflemask to Echo converter)

Update: - Added support for the new Deflemask DMF 12 file format (ID 0x18) - Fixed PSG support - Added support for PCM sample conversion and export - Fixed the PCM "note on" offset (PCM samples should be included at the end of the Echo instrument pointer table). I've been using the Green Hill Zone ...
by Manveru
Mon Oct 01, 2018 9:55 am
Forum: Megadrive/Genesis
Topic: Can somebody send my the binary of dmf2esf?
Replies: 3
Views: 6478

Re: Can somebody send my the binary of dmf2esf?

I also have some problems compiling the project. It can not find src_simple function. I found it in a file outside the project in the libsamplerate folder, but when i add this file i got hundreds of errors. When i comment the calling to that function i got buggy sounds in samples and some of the PSG...
by Manveru
Sun Oct 22, 2017 2:51 pm
Forum: Video Display Processor
Topic: 'torch' effect ?
Replies: 5
Views: 10690

Re: 'torch' effect ?

It is not exactly the same, but you can keep the two planes using h/s, like in The lost World https://youtu.be/VPzKP8zubs0?t=1h53m36s. The only thing is i don't know how they do it :lol:
by Manveru
Fri Oct 06, 2017 1:42 pm
Forum: SGDK
Topic: Horizontal interrupts to stretch image?
Replies: 10
Views: 7628

Re: Horizontal interrupts to stretch image?

I think that trick is something like the "axelay effect" in some games like Jurassic park, Vectorman or Pier solar.
For Sonic 3D example, it is all about setting the vscroll offset at current + 1 in the even scanlines, so it will draw again the last odd scanline.