I must have missed this. Can you post the code?ob1 wrote:I call unpacking the operation getting from
40516273
to
#0#1#2#3
and
#4#5#6#7
It is achieved in 5 cycles, which is quite fast.
Search found 206 matches
- Fri May 08, 2009 7:08 pm
- Forum: MegaLD
- Topic: Emulating Pioneer LaserActive (Mega-LD) games
- Replies: 189
- Views: 286021
Re: Emulating Pioneer LaserActive (Mega-LD) games
I have a LaserActive, and I have one MegaLD game. You're the first person I've spoken to who actually has one. From what I understand the discs contain a "normal" 600MB SegaCD-style image, so that should be pretty damn easy to rip. If it becomes necessary to avoid the BIOS and go direct to hardware...
- Mon Apr 20, 2009 9:04 pm
- Forum: Sound
- Topic: Genesis - SNES audio comparison
- Replies: 161
- Views: 101209
Well programmed FM has way more "oomph" than SPC/wavetable music does. I pretty much agree with everything you've said :) Can't say I'm a big fan of JKs style, but the B&R stuff is, indeed, pretty awesome. As for the output of the console I'd like to see an MD emulator emulate the non-linearity and...
- Tue Apr 07, 2009 8:31 pm
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2143029
This is probably an error copied over from some other document. A lot of the documentation was probably copied then edited where necessary, same is probably true of most of Yamaha documentation, given the huge similarities with a lot of their chips. But we know this stuff in the YM2612 works differe...
- Fri Apr 03, 2009 11:03 pm
- Forum: Megadrive/Genesis
- Topic: What are the 68K/Z80 clock spes for NTSC v PAL machines?
- Replies: 9
- Views: 7488
Ok - I think I'm going crazy. Extra lines or no extra lines 50hz is 50hz. So if a game ROM is for both NTSC and PAL, sample play back for PAL will be lower pitched unless the z80 code compensates for it. Nope - because the framerate has nothing to do with how fast the Z80 whacks out samples. Give i...
- Thu Apr 02, 2009 11:42 pm
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2143029
Now, this is another PDF that requires translation :) Kind of awesome since thats the CMOS version of the 2612! I don't know if this document will tell us anything we didn't already know, but it does indeed appear to be hardware and software 100% identical to the YM2612. So this is a very nice thin...
- Sat Mar 28, 2009 6:54 pm
- Forum: Megadrive/Genesis
- Topic: Mickey Mania emulator comparison
- Replies: 67
- Views: 54828
That looks like a very nice test ROM :) As I said earlier, I knew Kega would fail that one particular test, but... If you try and, for example, jump to sprite entry 65 under H32 mode, that sprite entry will not be processed and the sprite list will terminate, even if you jump to it directly from the...
- Sat Mar 28, 2009 4:16 am
- Forum: Megadrive/Genesis
- Topic: Mickey Mania emulator comparison
- Replies: 67
- Views: 54828
I can confirm that the CD version (at least the EUR version) shows exactly the same: same code, same problem in Fusion, but works on real hardware. Ok, well that's a good start, means I'm not wasting my time ;) But I still don't think this is sprite masking. It'd be interesting to hack the ROM to m...
- Sat Mar 28, 2009 4:10 am
- Forum: Video Display Processor
- Topic: HBlank Timings
- Replies: 163
- Views: 97594
- Fri Mar 27, 2009 8:31 pm
- Forum: Video Display Processor
- Topic: HBlank Timings
- Replies: 163
- Views: 97594
I thought to read hvcounter in a loop and write to ram only in interrupt routine, not each time you read it :) oh well, something like this ? Main: LEA $C00004,A6 Loop: MOVE.w (a6), D0 ;Get HVcounter BRA Loop; Hint: MOVE.w D0 $E01000 // DISPLAY STORED VALUE ON SCREEN RTE; I don't know if this is po...
- Fri Mar 27, 2009 8:10 pm
- Forum: Megadrive/Genesis
- Topic: Mickey Mania emulator comparison
- Replies: 67
- Views: 54828
PS: using the simple rule "sprite masking occurs when a low priority sprite with xpos=0 is found" I think what Nemesis meant by 'high priority' was a sprite earlier in the list, i.e. high priority with respect to the current sprite - and not the background priority settings, which have no effect. B...
- Fri Mar 27, 2009 4:41 am
- Forum: Megadrive/Genesis
- Topic: Anyonw seen Virtual FighterII pattern A corruption before?
- Replies: 4
- Views: 3626
- Fri Mar 27, 2009 2:25 am
- Forum: Megadrive/Genesis
- Topic: Anyonw seen Virtual FighterII pattern A corruption before?
- Replies: 4
- Views: 3626
- Thu Mar 26, 2009 11:39 pm
- Forum: Megadrive/Genesis
- Topic: Mickey Mania emulator comparison
- Replies: 67
- Views: 54828
I can confirm what Nemesis says here is absolutely correct. Note point number 2. Nothing emulates that Indeed. In Fusion, this is mainly because I jump to the wrong place at the wrong time, and now that I've realised this it's something I plan to fix, when I actually get the chance. I actually think...
- Thu Mar 26, 2009 6:29 am
- Forum: Megadrive/Genesis
- Topic: Mickey Mania emulator comparison
- Replies: 67
- Views: 54828
It's not as simple as the first sprite being ignored for sprite masking. I don't think any of the current implementations of sprite masking are fully emulating the behaviour of the hardware. Both incorrect :) This has nothing whatsoever to do with sprite masking, and everything to do with the fact ...