Search found 95 matches
- Wed Jun 16, 2010 9:31 pm
- Forum: Hardware
- Topic: SEGA Genesis/Megadrive clone in a FPGA
- Replies: 30
- Views: 36903
Here are some examples of Mega Drive music composed by me.
Giga Man Adventure - Sneak peaks
My sound engine doesn't support DAC output while playing music though, because I thought DAC sounds would sound too choppy with music processing going on at the same time.
Giga Man Adventure - Sneak peaks
My sound engine doesn't support DAC output while playing music though, because I thought DAC sounds would sound too choppy with music processing going on at the same time.
- Sat May 08, 2010 11:47 am
- Forum: Megadrive/Genesis
- Topic: How many ticks per instruction...?
- Replies: 8
- Views: 6344
- Wed May 05, 2010 7:53 pm
- Forum: Megadrive/Genesis
- Topic: How many ticks per instruction...?
- Replies: 8
- Views: 6344
- Wed Apr 28, 2010 9:11 pm
- Forum: Sound
- Topic: PSG noise using the YM2612?
- Replies: 4
- Views: 5099
- Wed Apr 07, 2010 6:18 pm
- Forum: Video Display Processor
- Topic: How does Sonic2 handle sprites for interlace mode?
- Replies: 7
- Views: 10448
A good method would be: At the start of each frame, make a copy of the sprite table. When a VRAM write happens in the middle of a frame, take a note of it, and on the next line, draw the sprites using the sprite table copy, cutting them off at the top and bottom of the current area. Then, record the...
- Wed Apr 07, 2010 4:10 am
- Forum: Regen
- Topic: Regen 0.972 and 0.972D
- Replies: 193
- Views: 401490
- Tue Apr 06, 2010 7:45 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 91862
According to the document at SnesWiki, Mode 2 has a separate scrolling offset for each tile, so it's not quite the same. However, if you just want to do 8 line horizontal scrolls, HDMA is much easier to use and much faster than mode 2, since each scrolling value only has to be written once instead o...
- Tue Apr 06, 2010 3:56 am
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 91862
BUT that reminds me about in SNES you cann't do vertical scroll inside a plane/BG. So, for example, you cann't port Trouble Shooter 2 from MD to SNES at pixel perfect level. I assume you're talking about per-column vertical scrolling. Well, in modes 2, 4 and 6 every tile can be individually scrolle...
- Sat Apr 03, 2010 6:42 am
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 91862
- Fri Apr 02, 2010 5:12 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 91862
In most games, the screen scrolls more often than not, and both planes are scrolled. So even if you only have parallax in the background and not in the foreground (which is common), all the foreground entries must still be set on every frame where the screen scrolls, which happens most of the time. ...
- Thu Apr 01, 2010 6:10 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 91862
With SNES you have up to 16 DMA's chanenles avaliable, so in practice you cann't do what genesis does. You need to spend all the displaying time (in contrast with vertical retrace time) updating scroll values if you want more than 16 scroll. In the other side, it wastes more memory on MD. Wrong. A ...
- Wed Mar 31, 2010 11:16 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 91862
Line scrolling is just as simple to implement on SNES as it is on Mega Drive. This is easily done using a HDMA channel. An example of line scrolling is seen in the ground of Ryu's stage in Street Fighter 2, which behaves similar to the water in Launch Base 2 in Sonic 3. Mode 7 screens such as the wo...
- Sat Mar 27, 2010 7:08 pm
- Forum: Megadrive/Genesis
- Topic: Official Sega Documentation, More is required?
- Replies: 11
- Views: 8832
Well, that's not hard at all. Just don't update the registers for a music channel when the channel is being used for a sound effect. Turn off the sound for every channel that a sound effect uses at the start of the sound effect. Remember the current instrument in use for a channel, whether it's used...
- Sat Mar 27, 2010 5:33 pm
- Forum: Megadrive/Genesis
- Topic: Advice on the Art of Genesis level Building
- Replies: 30
- Views: 20098
Why won't you share some of your routines with the community? Please show me some of your code. :) Well, here are some short excerpts. I can't share too many secrets :P The VSync function. vsync: move.l d0-d7/a0-a6,-(a7) move.w #$2700,sr move.w a7,stack1 move.w stack2,a7 move.l (a7)+,d5-d7/a4-a6 ts...