As i said you actually need to start from random part in the frame as the real hardware does and not fake it by adding random offset the HV counter.
You can actually emulate it by using random cycle number at starting instead of 0 and also choosing random current scanline number but it's easier to ...
Search found 24 matches
- Tue Apr 10, 2012 12:48 am
- Forum: Megadrive/Genesis
- Topic: Pseudorandom generation
- Replies: 28
- Views: 26598
- Mon Apr 09, 2012 3:54 pm
- Forum: Megadrive/Genesis
- Topic: Pseudorandom generation
- Replies: 28
- Views: 26598
- Mon Apr 09, 2012 10:15 am
- Forum: Megadrive/Genesis
- Topic: Pseudorandom generation
- Replies: 28
- Views: 26598
- Mon Apr 09, 2012 9:17 am
- Forum: Megadrive/Genesis
- Topic: Pseudorandom generation
- Replies: 28
- Views: 26598
Can you be a little bit more specific? What problems are you having?Gigasoft wrote:No, now you've just broken it even more.Which would amount to adding a random offset to H and V counters. Thanks! It indeed fixed the problem. I've patched Gens/GS accordingly. I'm surprised this hasn't been fixed so far.
- Sun Apr 08, 2012 1:10 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1508501
Well unfortunately i can say that doBlitBlankExt is just an example of the problem i have with GCC 4, i tried many demos / piece of code and it was always slower with GCC4 than GCC3.
The loop i used in the blit code has nothing special and if a simple case like this one produce inefficient code we ...
The loop i used in the blit code has nothing special and if a simple case like this one produce inefficient code we ...
- Sat Apr 07, 2012 12:57 pm
- Forum: Megadrive/Genesis
- Topic: Pseudorandom generation
- Replies: 28
- Views: 26598
Which would amount to adding a random offset to H and V counters. Thanks! It indeed fixed the problem. I've patched Gens/GS accordingly. I'm surprised this hasn't been fixed so far.TmEE co.(TM) wrote:Fusion randomizes HV counter on startup IIRC, so games using it will work right.
- Sat Apr 07, 2012 9:44 am
- Forum: Megadrive/Genesis
- Topic: Pseudorandom generation
- Replies: 28
- Views: 26598
At the beginning of X-Men 2 Clone Wars , the player is assigned to a random character. And this happens without any user input, there are no menus whatsoever.
Using Gens/GS r7 you always start with Beast whereas Kega Fusion 3.63x gives you a random character.
Apparently Kega zeroes out the Z80 RAM ...
Using Gens/GS r7 you always start with Beast whereas Kega Fusion 3.63x gives you a random character.
Apparently Kega zeroes out the Z80 RAM ...
- Fri Apr 06, 2012 11:13 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1508501
- Thu Apr 05, 2012 6:45 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1508501
Sorry about not being able to find the time recently.
I've modified Gens/GS r7 and added profiling support ---hopefully without any problems, it was a quick & dirty hack.
I compiled the library and the cube demo with "-O2 -pg", and ran the program for about a minute (which should've gathered enough ...
I've modified Gens/GS r7 and added profiling support ---hopefully without any problems, it was a quick & dirty hack.
I compiled the library and the cube demo with "-O2 -pg", and ran the program for about a minute (which should've gathered enough ...
- Sat Mar 31, 2012 9:11 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1508501
- Sat Mar 31, 2012 6:47 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1508501
- Sat Mar 31, 2012 9:38 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1508501
- Thu Mar 29, 2012 9:31 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1508501
- Thu Mar 29, 2012 3:12 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1508501
- Thu Mar 29, 2012 5:53 am
- Forum: Megadrive/Genesis
- Topic: Efficient C Question: Global variables
- Replies: 17
- Views: 16004