Search found 3131 matches

by Stef
Mon Aug 27, 2007 5:54 pm
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47779

I tried it today, and that works surprisingly well. Not ideal, of course (as I understand, author did not optimize code for PPC) - with noticeable but acceptable frameskip, and with good sound, at least. Unfortunately, this emulator not shows FPS, and I was not able to edit config file at device wh...
by Stef
Sun Aug 26, 2007 12:01 pm
Forum: Sound
Topic: how can i do music on megadrive?
Replies: 288
Views: 552545

Try for example Flashback bgm3 in sound test, actually only Kega with HQ mode activated could handle this correctly... even Gens with FM Interpolation ON sound weird on this one. Do you know what might cause such harsh blips ? bad frequency calculations, unacurrate sampling ... ? I don't know exact...
by Stef
Sat Aug 25, 2007 11:03 am
Forum: Demos
Topic: BMP FMV !!!
Replies: 13
Views: 15249

very fun !
I do like it much, the frame rate isn't bad for a complete screen refresh !
by Stef
Sat Aug 25, 2007 10:58 am
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47779

...and there is also a modified version of Gens for windows : Gens2.14Souvenir clone few "ASM" to "C" converting feautures, and with the Reality sound. (the SEGA VDP's real the Triangultic rectangular wave's. but 76496 are Rectangular wave's. not compatibles.) (do real machine from 315-5313 95pin s...
by Stef
Thu Aug 23, 2007 5:12 pm
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47779

ASM ins't portable. I use ASM only for non portable project and when it is really needed ;)
by Stef
Wed Aug 22, 2007 4:33 pm
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47779

The problem with using C/C++ vs assembly is register usage. For best speed, you need to keep certain things in registers as much as possible as the memory is SLOW (as you mentioned yourself). With C/C++ emulators, the emulated stated is always in memory. Because of this, I've yet to see a C/C++ emu...
by Stef
Tue Aug 21, 2007 5:39 pm
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47779

The problem with using C/C++ vs assembly is register usage. For best speed, you need to keep certain things in registers as much as possible as the memory is SLOW (as you mentioned yourself). With C/C++ emulators, the emulated stated is always in memory. Because of this, I've yet to see a C/C++ emu...
by Stef
Mon Aug 20, 2007 5:53 pm
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47779

In case of small devices like today's PDA's, smartphones, and current-gen handhelds, assembler is not solution. These devices often has relatively fast RISC CPU's (like ARM) with really slow memory. So, it's comes very hard to make hand-written code works faster than today's optimizing C compilers ...
by Stef
Sat Aug 18, 2007 10:07 am
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47779

Dgen ? I hope there is a port of Genesis Plus, DGen is a poor genesis emulator imo. 333 Mhz is more than enough to handle genesis emulation.
by Stef
Fri Aug 17, 2007 7:08 pm
Forum: Tools
Topic: No "where is TFM last version ?" post please
Replies: 6
Views: 29668

lol
believe me, as soon you're really bugged for something you just want to do in "your time", things becomes hard...
by Stef
Fri Aug 17, 2007 4:45 pm
Forum: Tools
Topic: No "where is TFM last version ?" post please
Replies: 6
Views: 29668

totally agree.
by Stef
Fri Aug 17, 2007 4:42 pm
Forum: Tools
Topic: TFM Music Maker
Replies: 278
Views: 344690

elan wrote:2Shiru: Any news of new version with PCM samples feature???
Don't bother him with these questions : "when next version will be released ? Is that feature done or will be present in future ?"
Developers hate that...
by Stef
Thu Aug 16, 2007 7:59 pm
Forum: Mega/SegaCD
Topic: Silpheed backgrounds and cutscenes
Replies: 15
Views: 17954

The majority of the backgrounds run at 15FPS, while the ships involved in actual gameplay are running at or over 30FPS. Level 10 though, the earth level, runs between 5-7 FPS. I also think that it was level 10 that they were referring to having 500,000 polygons per second in, but at 5FPS on average...
by Stef
Thu Aug 16, 2007 7:53 pm
Forum: Megadrive/Genesis
Topic: newbie creating genesis graphics
Replies: 68
Views: 54657

I think most people only had a look at the first pages and thought it was exactly like sega2.doc in fact, I initially thought the same thing, but was recently wondering why there wasn't any infos about sprites pattern in sega2.doc and remembered about this scanned doc :wink: by the way, the appendu...
by Stef
Wed Aug 15, 2007 9:07 pm
Forum: Megadrive/Genesis
Topic: newbie creating genesis graphics
Replies: 68
Views: 54657

weird, i didn't have it !
thanks a tons !