Search found 628 matches

by Mask of Destiny
Thu Jul 24, 2008 4:46 pm
Forum: Megadrive/Genesis
Topic: To NOP or not to NOP
Replies: 16
Views: 16167

What HardWareMan says is confirmed by the MC68000 User Manual. There are a number of tables in section 8 that give total execution time and the number of read and write cycles. Doing a move.b or move.w with an immediate source and a 32-bit constant address takes 20 cycles total with 4 read and 1 ...
by Mask of Destiny
Tue Jul 01, 2008 2:58 am
Forum: Hardware
Topic: interesting project : ECART
Replies: 37
Views: 37250

When !CART is low, !CE0 is active from $0 to $3FFFFF and !ROM is active starting from $400000 (presumably to $600000). When !CART is high or left floating !ROM is active starting at $0 and !CE0 is active from $400000 to $7FFFFF. My cart dumping utility for the Sega CD relies on this behavior (well ...
by Mask of Destiny
Mon Jun 30, 2008 6:34 pm
Forum: Hardware
Topic: interesting project : ECART
Replies: 37
Views: 37250

When !CART signal goes low (log.0) then !CE0 signal works as chip select for cartrige, and !ROM signal on expansion slot is disabled (always log.1). And vice versa: when !CART goes high (log.1) then !CE0 is disabled (always log.1) and !ROM activates on lower 2MB address space. So, I don't get how ...
by Mask of Destiny
Thu Jun 26, 2008 8:11 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 865
Views: 2764652

Btw, I haven't seen any concrete report on the famous channel 3 special mode which would allow individual operators to be set on different frequencies.

As far as I know most tests on that feature failed to succeed, maybe wrong documentation again?
What you mean 'failed'? This mode works well both ...
by Mask of Destiny
Wed May 07, 2008 2:52 pm
Forum: Tools
Topic: Interest in High Level Scripting Language for Sega CD Dev?
Replies: 11
Views: 15473

hell yeah there is interest! if you can pull this of i would be the happiest person in the world , id love to develop for the sega cd and having a dev api makes it soooo much easier :)
Well I did release my language a couple of months ago. I did a DS port recently and given my experience with that ...
by Mask of Destiny
Tue May 06, 2008 3:03 am
Forum: Super 32X
Topic: 32x initialization by hand
Replies: 11
Views: 12536

I think you're talking about one of those anti-monopoly cases. Seriously, if it's like you say, then why can even small pieces of code that don't do much have a license if the author wants? And licenses often involve copyrights, even the GPL.
It's not the size of the code that matters it's the ...
by Mask of Destiny
Tue Mar 18, 2008 2:52 pm
Forum: Sound
Topic: how can i do music on megadrive?
Replies: 288
Views: 641570


I wonder if this means that complete documentation of YM2612 exists somewhere or if the emulator that they are using is a port of Kega (I think Steve Snake already made such deal with Kgen for a Sega retro compilation)

:?:
I seem to recall that Kega is written in pretty much 100% x86 assembly ...
by Mask of Destiny
Tue Mar 18, 2008 2:45 pm
Forum: Sound
Topic: 68000 ram access from z80 ?
Replies: 41
Views: 43491


Yes, but SEGA says it will give SOME people a problem SOMETIMES. If your stuff is aimed at a small group, you can probably ignore a lot of these things (especially if it's just for yourself). However, if what you are doing is aimed at the general public, you SHOULD do these things, even if you ...
by Mask of Destiny
Sat Feb 16, 2008 5:55 am
Forum: Hardware
Topic: Workings of the Mega Drive: Bus Interactions
Replies: 10
Views: 19497

Re: Workings of the Mega Drive: Bus Interactions

You have an M68000, with 10 separate memory mapped devices hanging off it. When the M68000 wants to read from a given memory address, in a nutshell, it sets R/W, places the address on the address lines, and asserts AS and LDS and or UDS as required, and waits for DTACK. The target external device ...
by Mask of Destiny
Thu Jan 03, 2008 2:14 pm
Forum: Demos
Topic: My first demo: a 64 color image
Replies: 21
Views: 25269

Biggest problem is that in order to avoid artifacts you need to turn the display off during HBLANK and the only way to do that and still have enough time to DMA 8 colors is to poll the status register for HBLANK. HINTs occur too late. So you basically end up burning 100% of your CPU time on the ...
by Mask of Destiny
Wed Jan 02, 2008 7:52 pm
Forum: Demos
Topic: My first demo: a 64 color image
Replies: 21
Views: 25269

It's an interesting idea, but you wouldn't be able to turn off the display during HBLANK that way so you'll have some artifacting. If you're not going to turn off the display you should be able to get away with just using HINT to start the DMA operation.
by Mask of Destiny
Wed Jan 02, 2008 3:24 pm
Forum: Demos
Topic: My first demo: a 64 color image
Replies: 21
Views: 25269

I had decent results using a slightly simplified version of that technique. I didn't alternate which 8 palette entries I replaced. I just always replaced the last 8. It made my palette choosing algorithm a bit simpler that way. I picked the 8 most common colors across the entire image for the "fixed ...
by Mask of Destiny
Wed Jan 02, 2008 5:04 am
Forum: Tools
Topic: MoD Transfer Cable issue
Replies: 12
Views: 12632

My problem isn't number 1 that's for sure. I constructed a cable of very high quality, with cold plated connectors. I tested the cables with a continuity tester for every pin under stress testing, no faults.
No, no. I wasn't talking about the cable connection. I was talking about the connection ...
by Mask of Destiny
Wed Jan 02, 2008 2:37 am
Forum: Tools
Topic: MoD Transfer Cable issue
Replies: 12
Views: 12632

I doubt this is a bug in the dump program. Usually when you see funny megabit values you have one of two problems:
1) The connection between the Genesis/MD and the cart isn't quite right and so it can't properly read the header
2) The Genesis/MD and the PC didn't sync properly and so the PC didn't ...
by Mask of Destiny
Wed Dec 12, 2007 4:57 pm
Forum: Demos
Topic: SMD music rips
Replies: 12
Views: 18352

Ive been trying to design a sega genesis hdd game loader for ages, my plan falls down at the first hurdle. Getting 4MB of ram. The sega genesis supports dram for development cartrages does anybody know how this operates?
It has a little bit of support logic for DRAM built-in, but you still need a ...