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Posted: Sun Mar 30, 2014 2:48 pm
by M-374 LX
Eke wrote:I was wondering why the road effect was not displayed on real hardware and Genesis Plus GX.

It turns out you accidentally set bit 2 in VDP register #0 which results in freezing the HV counter. This feature is not supported by most emulators but you might want to fix it since your code relies on HV counter :wink:

Also, it seems like the demo hangs on real hardware (controls do not respond): I suspect this is because DMA is left enabled in VDP register #1 even when not being used but I am not sure
Thanks for the feedback. This will be taken into account in the next release, along with hills.

Posted: Mon Mar 31, 2014 6:59 pm
by Mask of Destiny
Eke wrote:I was wondering why the road effect was not displayed on real hardware and Genesis Plus GX.

It turns out you accidentally set bit 2 in VDP register #0 which results in freezing the HV counter. This feature is not supported by most emulators but you might want to fix it since your code relies on HV counter :wink:
Good to know. I was worried I might have another bug in BlastEm to track down when I saw the road was not working there.
Eke wrote:Also, it seems like the demo hangs on real hardware (controls do not respond): I suspect this is because DMA is left enabled in VDP register #1 even when not being used but I am not sure
I'm pretty sure there are commercial games that leave DMA enabled without any ill effect. I seem to remember I checked a few at one point. Galaxy Force II disables DMA and depends on this being emulated, but that's just because it's a buggy mess and accidentally triggers extra DMA operations if it's not disabled.

Posted: Tue Apr 01, 2014 9:27 pm
by M-374 LX
A new version has been released. It adds hills, which are not yet perfect.

Posted: Tue Apr 01, 2014 10:36 pm
by inu
It's starting to feel like the start of something really cool. :)

Posted: Wed Apr 02, 2014 12:51 am
by djcouchycouch
Have you ever seen the Reassembler blog?
http://reassembler.blogspot.ca
He worked on porting/converting the original OutRun arcade to C. He has a few posts talking about how the roads were done.

Posted: Wed Apr 02, 2014 2:02 am
by M-374 LX
djcouchycouch wrote:Have you ever seen the Reassembler blog?
http://reassembler.blogspot.ca
He worked on porting/converting the original OutRun arcade to C. He has a few posts talking about how the roads were done.
Yes, I know about Cannonball.

I have noticed that while Outrun, as well as the current version of this demo, bends the road continuously when the player gets close to a curve, Super Monaco GP bends the road (race track in the case) by discrete amounts.