You can still store graphics data in $800000-$9FFFFF if you'd like, you just can't transfer it to the VDP using DMA. Instead you can write 68000 code to transfer the data to the VDP.
If you test it let us know how it works. I think nobody's tried it before, so your results will be interesting.
Search found 288 matches
- Sun Apr 17, 2022 6:03 pm
- Forum: Megadrive/Genesis
- Topic: 10 MB Flat cart using discrete logic
- Replies: 8
- Views: 1601
- Sat Apr 09, 2022 4:16 pm
- Forum: Megadrive/Genesis
- Topic: 10 MB Flat cart using discrete logic
- Replies: 8
- Views: 1601
Re: 10 MB Flat cart using discrete logic
The ROM3-CE# signal is correct though IC5B doesn't need input A=A23, as A23 is already checked by IC5A, thus when IC5B is decoding A23 is always low. DTACK# can be the same as your ROM3-CE#, but you can run it through a 74HC1G125 buffer like this to make it open drain: Input A : Ground Output enable...
- Tue Apr 05, 2022 9:06 pm
- Forum: Megadrive/Genesis
- Topic: Cart Design Questions
- Replies: 58
- Views: 39975
Re: Cart Design Questions
TMSS isn't too bad to deal with, it just takes a little more complexity on your end: 1. Your ROM should contain the ASCII text "SEGA" at offset 0x100. (e.g. the CPLD outputs that hardcoded data when reading that memory range) 2. If your diagnostic software needs to write to the VDP, it has to satisf...
- Sun Apr 03, 2022 4:32 am
- Forum: Megadrive/Genesis
- Topic: Cart Design Questions
- Replies: 58
- Views: 39975
Re: Cart Design Questions
I had a similar kind of experience on a past project and it was helpful to reduce the complexity and just try a simple test case: ignore the SDRAM entirely and output fixed ROM data to run a small program that is only a few words long so it can fit within the CPLD. For example something like: dc.l 0...
- Wed Jun 06, 2018 12:05 pm
- Forum: Video Display Processor
- Topic: disable video on vblank, better?
- Replies: 7
- Views: 7837
Re: disable video on vblank, better?
Unfortunately it doesn't speed anything up, the access time during V-Blank is the same as when the screen is turned off. However you can get more time to do DMA transfers by "letterboxing" the display, where you turn off V-Blank early (say line 200) and then back on late (say line 8 of the next fram...
- Mon Jul 31, 2017 2:06 am
- Forum: Blabla
- Topic: Alien Soldier graphic glitch
- Replies: 2
- Views: 5649
Alien Soldier graphic glitch
I've seen an issue on some flashcarts and my own dev hardware where there are graphical glitches in this game, during the 7 Force battle when you fight the cat robot thing. It's happened with several different Genesis consoles. Here's how it should look: https://youtu.be/AaSsBtFD4Xc?t=182 Now what I...
- Mon Jan 02, 2017 2:42 am
- Forum: Video Display Processor
- Topic: Mode 4 VRAM Timing
- Replies: 4
- Views: 7065
Re: Mode 4 VRAM Timing
Wow, great job! Nice to have a very technical post to start the new year. :) About the sprite Y read parts, any idea why it goes up to 15 and not 7 given that there's eight possible sprites per scanline? Or is this a side effect of having to read data in some wider width? (say 16 bits at at time, so...
- Thu Aug 18, 2016 8:27 pm
- Forum: Megadrive/Genesis
- Topic: Questions on developing a Mega Drive emulator
- Replies: 39
- Views: 18432
Re: Questions on developing a Mega Drive emulator
Mask of Destiny, good catch! I've edited my post for clarity. unlicensed EA games (Budokan, etc.) use H40 mode with the wrong combination of RS1,RS0 set, How does that even work, that should result in an invalid TV signal. For one of the combinations of bits yep, it's a scrambled mess, for the other...
- Thu Aug 18, 2016 4:21 pm
- Forum: Megadrive/Genesis
- Topic: Questions on developing a Mega Drive emulator
- Replies: 39
- Views: 18432
Re: Questions on developing a Mega Drive emulator
Bart did a good write-up on some poorly documented/undocumented aspects of the 68000 too: https://emu-docs.org/CPU%2068k/68knotes.txt Other quirks include: MOVEM reading one address past the source location: http://gendev.spritesmind.net/forum/viewtopic.php?f=13&t=2010&p=25882 CLR to memory being re...
- Mon Jun 27, 2016 3:08 am
- Forum: Megadrive/Genesis
- Topic: Z80 and DMA
- Replies: 1
- Views: 2721
Z80 and DMA
When doing DMA from the 68K address space to VRAM, what happens when the Z80 tries to read banked RAM memory during a long transfer? I'd assume the Z80 is halted until DMA is over, but I think this would affect sample playback. Is there a priority system where the Z80 can always complete an access f...
- Tue Jun 14, 2016 3:14 am
- Forum: Megadrive/Genesis
- Topic: A few questions :)
- Replies: 15
- Views: 10664
Re: A few questions :)
The Game Genie disables all the user-accessible registers when it is running a game. The only thing you could do is checksum the ROM and verify if it is bad or not, which would indicate the Genie was patching one or more locations. I can't remember if the Genie software fully clears out RAM and VRAM...
- Tue Jun 14, 2016 3:10 am
- Forum: Hardware
- Topic: GBS-8220 fuzzy and green
- Replies: 7
- Views: 8911
Re: GBS-8220 fuzzy and green
I'd try gently pressing on around the edges of each of the surface mount chips to see if anything changes. That would indicate a bad solder joint where a pin isn't contacting the pad on the PCB well. Or press gently on the PCB to flex it a bit and see if there's any changes. I know the cables and Ge...
- Sun Apr 24, 2016 10:34 pm
- Forum: Megadrive/Genesis
- Topic: Alright dudes, I need your help! (soft-reset bug)
- Replies: 37
- Views: 18122
Re: Alright dudes, I need your help! (soft-reset bug)
If the Z80 is held in the reset state (by $A12000) then busreq will never be asserted and the loop will never exit. This is because the Z80 reset logic has a higher priority than the bus request logic. Maybe check for any unintended writes to $A12000 in the sound/joypad routines and verify the Z80 i...
- Sat Mar 12, 2016 8:59 pm
- Forum: Demos
- Topic: Virtua Worm for SEGA Genesis
- Replies: 3
- Views: 3832
Re: Virtua Worm for SEGA Genesis
Wow, very nice! Also impressed to hear music and some SFX too.
Given the limitations of the Genesis, the title screen came out well.
Given the limitations of the Genesis, the title screen came out well.
- Sun Feb 14, 2016 1:05 am
- Forum: Cartridge
- Topic: SRAM write protect
- Replies: 5
- Views: 7938
Re: SRAM write protect
I opened a few carts today. I can confirm that at least Phantasy Star IV and Sonic 3 do not implement the write protect bit in either game. I wonder which other games would be candidates to look at? Off topic: My Super Street Fighter II cartridge had a modification compared to db-elec's, there's a 0...