Search found 62 matches

by andlabs
Tue Oct 04, 2011 1:24 pm
Forum: Megadrive/Genesis
Topic: Are we sure MD Z80 can't write to M68K RAM? NCS does it...
Replies: 24
Views: 20211

Yes, 777 Casino will clobber 68000 RAM if the copy protection check fails.

I'll take a closer look at this game's driver codeflow later today. Thanks for the help so far!
by andlabs
Tue Oct 04, 2011 1:40 am
Forum: Megadrive/Genesis
Topic: Are we sure MD Z80 can't write to M68K RAM? NCS does it...
Replies: 24
Views: 20211

Are we sure MD Z80 can't write to M68K RAM? NCS does it...

I am helping GerbilSoft fix a bug I found in his semi-rewrite Gens/GS II: Mamono Hunter Youko halts during the level load. We looked a bit into it and determined that the Z80 sound driver appears to be writing to MC68000 RAM... but wasn't it determined that this wasn't allowed on all but the earlies...
by andlabs
Sat Sep 03, 2011 5:37 pm
Forum: SGDK
Topic: Raster Effect with Gendev ( SGDK)
Replies: 33
Views: 32399

What kind of raster effect(s) are you looking to do?
by andlabs
Sat Aug 06, 2011 2:55 pm
Forum: Sound
Topic: YM2612 - VGM instrument ripping suggestions
Replies: 6
Views: 5318

Keep in mind that modifying TL on an output slot results in volume change, so if a driver changes volume mid-note, you're going to wind up with a bunch of duplicate voices with only differing volume. If you want that, then go for it, I guess =P
by andlabs
Thu Aug 04, 2011 4:25 pm
Forum: Sound
Topic: YM2612 - VGM instrument ripping suggestions
Replies: 6
Views: 5318

The most likely events are the TL getting changed with a mid-note volume change and the frequency changing if the sound driver is instructed not ot retrigger notes. Any register can be changed at any time... Have you tried running Shiru's VGM2TFI to rip voices? The TFI format is documented in the ol...
by andlabs
Tue Jun 28, 2011 11:14 pm
Forum: Blabla
Topic: NeoGeo Programmers Guide
Replies: 6
Views: 5815

Woah, nice! Maybe now I can properly rip the samples from Viewpoint :D (and yeah, eventually write games... maybe =P )

Is this an OCR conversion of the original pages into a new document or is there OCR invisibly overlaid over the page scans?
by andlabs
Fri Jun 24, 2011 9:07 pm
Forum: Tools
Topic: VGM Music Maker
Replies: 93
Views: 76663

If the sample channel plays through the YM2612, you cannot have it and FM6 playing at the same time; one replaces the other. Nice to see these expansions put in; I'll be sure to try it later (sound didn't work in wine in the first release but I'll try the second one later, or just run it in Windows ...
by andlabs
Wed Jun 22, 2011 2:22 am
Forum: Megadrive/Genesis
Topic: Initialization Problems
Replies: 9
Views: 8235

If the drums don't play right the first time, are you running this code before loading the sound driver?
by andlabs
Sun Jun 19, 2011 10:52 pm
Forum: Megadrive/Genesis
Topic: found a bug with Conquering the World III
Replies: 12
Views: 9020

Game-specific hacks are something that should be more readily documented... right now all I can think of is to look in an emulator's source code =P Eke is supposedly (I don't have a Wii so I can't find out for sure, so I'm only judging by the source code) doing a good job at supporting EVERYTHING so...
by andlabs
Sun May 22, 2011 6:23 am
Forum: Sound
Topic: Okay... how DO you make OPN voices?
Replies: 4
Views: 4732

I've read parts of the book/watched the videos and played around some more — that helped me get my head around it a bit so far. Until then, I'll keep playing around and reading more and I will keep everything said here in mind. Thanks :D
by andlabs
Tue May 17, 2011 4:39 am
Forum: Sound
Topic: Okay... how DO you make OPN voices?
Replies: 4
Views: 4732

Okay... how DO you make OPN voices?

This is something I don't quite get. I know we have ample documentation on how the YM2612 works, and I have a basic understanding of how FM synthesis works, but I don't understand how one creates a OPN voice based around a specific waveform... Is there some guide or some old document used by MD/PC-8...
by andlabs
Thu Apr 28, 2011 10:12 pm
Forum: Megadrive/Genesis
Topic: Megamix Disassembly
Replies: 5
Views: 6172

This isn't a disassembly of Megamix — this is the source leak that occurred a while ago, and the Megamix developers (some of which are also staff members of Sonic Retro/Sega Retro which I am a wiki sysop of) are not happy about it, and request that it be removed immediately.
by andlabs
Tue Apr 12, 2011 12:42 am
Forum: Megadrive/Genesis
Topic: I'm a noob--is this possible?
Replies: 10
Views: 6073

...what exactly is your program going to accomplish? I don't get what you're doing from the description.
by andlabs
Sat Mar 19, 2011 1:20 pm
Forum: Tools
Topic: Disassembly
Replies: 12
Views: 12330

MUSHA Aleste does this: jsr NemDec dc.w VRAMAddr dc.l OffsetToArt ; next instruction here I hope your analyzers and what not can handle that =P The only real pitfall I can see in converting 68000 to C is that most games were written in 68000 assembly, not C — and those that were written in C don't f...
by andlabs
Fri Dec 17, 2010 8:10 pm
Forum: Controls
Topic: Games database with search by peripherical
Replies: 4
Views: 9476

I don't know the particular website you have in mind, but Sega of Japan's archive does have peripheral markers for first party and third party games published in Japan, so that might knock quite a bit out...