Search found 707 matches

by djcouchycouch
Sat May 29, 2021 6:16 pm
Forum: Super 32X
Topic: Exploring Space Harrier and Afterburner 32x
Replies: 7
Views: 526

Re: Exploring Space Harrier and Afterburner 32x

So it looks like Space Harrier and Afterburner are each taking opposite trade-offs. Space Harrier is high-quality scaling, low object count and Afterburner is low-quality scaling, high object count.
by djcouchycouch
Sat May 29, 2021 6:13 pm
Forum: Super 32X
Topic: Exploring Space Harrier and Afterburner 32x
Replies: 7
Views: 526

Re: Exploring Space Harrier and Afterburner 32x

Yeah, I think I know what Afterburner is doing for odd addresses: it completely avoids writing to them. Looking at individual frames of the intro swirling balls animation, there never seems to be a one pixel space. Every time there is space between spheres, it's always a multiple two pixels. And fol...
by djcouchycouch
Sat May 29, 2021 5:07 pm
Forum: Super 32X
Topic: Exploring Space Harrier and Afterburner 32x
Replies: 7
Views: 526

Re: Exploring Space Harrier and Afterburner 32x

Looking at Afterburner's ram again. Even in it's frozen state I've found two pairs of smoke sprites. They're basically identical except one side's empty space is different. I don't think my hypothesis of the game storing two sets of sprites with one set stored offset by one column is panning out. ht...
by djcouchycouch
Sat May 29, 2021 1:48 pm
Forum: Super 32X
Topic: Exploring Space Harrier and Afterburner 32x
Replies: 7
Views: 526

Re: Exploring Space Harrier and Afterburner 32x

Figured out how to properly view Shadow Squadron's VRAM dump. False color (pixels are actually 8bit palette indexes but here interpreted as RGB8) image of Shadow Squadron video ram dump. Orange border is actually black in-game, showing how the game is rendered smaller than 320x224. The top part is f...
by djcouchycouch
Sat May 29, 2021 3:14 am
Forum: Super 32X
Topic: Exploring Space Harrier and Afterburner 32x
Replies: 7
Views: 526

Re: Exploring Space Harrier and Afterburner 32x

I've managed to prove that Space Harrier uses the Fill function to clear the top part of the screen and to fill the bottom of the ground. I've also looked at Shadow Squadron and it uses the Fill function to draw polygon rows, and drawing single pixels for odd addresses, just as expected. The weird t...
by djcouchycouch
Fri May 28, 2021 8:58 pm
Forum: Super 32X
Topic: Exploring Space Harrier and Afterburner 32x
Replies: 7
Views: 526

Re: Exploring Space Harrier and Afterburner 32x

Here's a video of one frame of Space Harrier being drawn, pixel by pixel. You'll notice that it starts from the horizon and the jump when it finishes drawing the bottom of the grid. These are the parts where I think maybe the game is using the FILL function or DMA somehow. https://www.dropbox.com/s/...
by djcouchycouch
Fri May 28, 2021 8:36 pm
Forum: Super 32X
Topic: Exploring Space Harrier and Afterburner 32x
Replies: 7
Views: 526

Exploring Space Harrier and Afterburner 32x

After failing to be able to get any kind of decent performance out of my attempts at a super-scalar type engine, I decided to investigate what Space Harrier and Afterburner do to get their very reasonable 30fps performance. This is where I'll put my findings. I originally wanted to focus on Afterbur...
by djcouchycouch
Fri May 21, 2021 4:47 pm
Forum: Super 32X
Topic: Concurrency penalty
Replies: 3
Views: 408

Re: Concurrency penalty

WIth my 32x experiments, these are definitely related to my interests! It's great!
by djcouchycouch
Fri May 21, 2021 1:12 pm
Forum: Super 32X
Topic: VDP FILL Function
Replies: 3
Views: 213

Re: VDP FILL Function

In my current 32x experiments, I'm using FILL (multiple times) to clear the background before drawing sprites. Are there any known issues to this?

Alternatively, do you know of faster methods of clearing the framebuffer?
by djcouchycouch
Mon May 03, 2021 12:18 am
Forum: Super 32X
Topic: Coordinating 32x screen flip and MD vblank?
Replies: 1
Views: 262

Re: Coordinating 32x screen flip and MD vblank?

pouring through the docs again: "Frame buffer can be switched only in VBlank. During display, even when writing to the FS bit, the buffer does not switch until VBlank occurs; " It says DRAM can be accessed after confirming the FS bit (from the Frame Buffer Control Register, which indicates which fra...
by djcouchycouch
Sun May 02, 2021 8:31 pm
Forum: Super 32X
Topic: Coordinating 32x screen flip and MD vblank?
Replies: 1
Views: 262

Coordinating 32x screen flip and MD vblank?

Hi there, I've got a basic 32x app loop running like while (1) { // input // draw Hw32xScreenFlip(1); // 1 is for wait } where Hw32xScreenFlip void Hw32xScreenFlip(int wait) { // Flip the framebuffer selection bit MARS_VDP_FBCTL = currentFB ^ 1; if (wait) { while ((MARS_VDP_FBCTL & MARS_VDP_FS) == c...
by djcouchycouch
Sun Aug 23, 2020 8:00 pm
Forum: SGDK
Topic: Current state of the art of sound/music tools?
Replies: 4
Views: 3181

Re: Current state of the art of sound/music tools?

Wow! Thanks! I'm glad I had a part in encouraging you to start!
by djcouchycouch
Thu Aug 20, 2020 2:06 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 838
Views: 569369

Re: Sega Genesis Dev Kit (SGDK)

When converting a VGM to a ROM with the xgmrombuilder, do samples used in the VGM have to be 8bit/14khz or does it convert automatically? I'm working with a music composer who's trying to their GENNY VST VGMs with the tool. They say the samples he's using are muddy and slow, so I'm thinking it's a f...
by djcouchycouch
Tue Aug 18, 2020 2:34 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 838
Views: 569369

Re: Sega Genesis Dev Kit (SGDK)

Thanks for the suggestions! I used wavosaure to trim the silence and then sox to batch convert to the right format. Worked like a charm.
by djcouchycouch
Mon Aug 17, 2020 3:38 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 838
Views: 569369

Re: Sega Genesis Dev Kit (SGDK)

About conversion, what's the suggested tool to convert to signed 8bit at 14 Khz? I downloaded Audacity assuming it could do it and its export settings don't seem to support that.