Search found 268 matches

by cero
Fri Feb 28, 2020 8:25 am
Forum: Hardware
Topic: Proper USB power mod for the Megadrive 2
Replies: 1
Views: 14

Re: Proper USB power mod for the Megadrive 2

Beyond the cd issue, I don't think usb gives enough power? The original PSU was something like 10V 1.2A = 12W, while usb only gives 5V 0.5A = 2.5W. Maybe you're connecting to a standalone usb charger rated for 2.5A, using usb charging cables (not regular data cables!), but that's a slightly rare set...
by cero
Sat Jan 25, 2020 10:52 am
Forum: SGDK
Topic: Convert PCM to XGM
Replies: 11
Views: 795

Re: Convert PCM to XGM

I suppose he wants to emulate a WAV using either synth or PSG, like those ancient speech synthesizers did. It'd sound bad/metallic/robotic/etc, and I don't think any such kit exists for Genesis.
by cero
Wed Nov 27, 2019 10:14 am
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 2303

Re: m68k at risk of being dropped from gcc 11

m68k has been saved.
by cero
Mon Nov 25, 2019 8:22 am
Forum: Tools
Topic: Aseprite Mega Drive Digitizer
Replies: 16
Views: 3507

Re: Aseprite Mega Drive Digitizer

Software solution to a hardware problem ;) The quick solution would have been a composite out for your computer.

This is still cool, and one more use of the usb connection is good.
by cero
Wed Oct 30, 2019 7:10 pm
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 2303

m68k at risk of being dropped from gcc 11

The m68k backend is at risk of being dropped from gcc release 11. It uses some old conventions, and needs to be updated. There's a bounty open, currently 5,3k $: https://www.bountysource.com/issues/80706251-m68k-convert-the-backend-to-mode_cc-so-it-can-be-kept-in-future-releases Having a modern gcc ...
by cero
Fri Oct 11, 2019 5:17 pm
Forum: SGDK
Topic: Sprite half in front of PLAN_A and the other half behind.
Replies: 8
Views: 1909

Re: Sprite half in front of PLAN_A and the other half behind.

You have another sprite covering your high-prio-bit sprite. That low-prio-bit sprite is higher in sprite priority, which means it covers your high-prio-bit sprite, but lower in the plane bit priority, which means it's below the high-prio plane. Tricks like this are commonly used back to the NES era ...
by cero
Sun Oct 06, 2019 8:12 am
Forum: SGDK
Topic: Help with crash
Replies: 5
Views: 1337

Re: Help with crash

You can try addr2line with the generated .elf file and that PC address. Verify with a debugging emulator, use the memory view and see what asm is at the pc address.
by cero
Tue Oct 01, 2019 5:54 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 2099

Re: SRAM read / write

The linker script puts code first, then rodata. It's very unlikely for you to ever have 2mb of code.
by cero
Thu Sep 05, 2019 5:31 pm
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 4190

Re: Megadrive was always the answer

"load ROMs quickly for development and debugging" -> both have an usb connection for that. ARM is just a detail.
by cero
Wed Sep 04, 2019 6:59 am
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 4190

Re: Megadrive was always the answer

And the second UMDK and Mega Everdrive x7.
by cero
Sun Sep 01, 2019 7:12 am
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 4190

Re: Megadrive was always the answer

Well yes, GOAC + output mixer + glue would be cheap to make, however the total market for any expansion is low. Even for official Sega ones.
by cero
Tue Aug 27, 2019 5:36 pm
Forum: Megadrive/Genesis
Topic: Sega Tech Docs archive
Replies: 26
Views: 8933

Re: Sega Tech Docs archive

Are the japanese disc docs in japanese?
by cero
Sat Aug 03, 2019 6:28 am
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 4010

Re: Seamless dungeon crawler effect

http://nesdevcompo.nintendoage.com/contest17/
Inherent Smile was my entry for a NES compo, try it ;)
by cero
Mon Jul 29, 2019 6:24 am
Forum: Demos
Topic: Mega Man X
Replies: 16
Views: 12750

Re: Mega Man X

That happens with XGM if you forget to init that specific sfx. No idea if they use it though.