Search found 628 matches
- Wed Dec 12, 2007 1:14 am
- Forum: Demos
- Topic: SEGA GENESIS VGM PLAYER
- Replies: 48
- Views: 66129
(the reason the full size of the cart can't be used is that the cart ram is at 2meg. I hav'nt written a rom builder yet that parses the vgm and at a convinient spot useing a free opcode to signal the player to jump over the ram. I'm so pressed for clocks that just adding the one extra range check ...
- Wed Oct 17, 2007 8:20 pm
- Forum: Sound
- Topic: Official GEMS development kit + an unreleased game
- Replies: 49
- Views: 65227
Is that 16kbit/sec or 16kbyte/sec?
IIRC, with the old protocol I got somewhere in the neighborhood of 16 kilobytes/sec (128kbit/sec), maybe a little less. New protocol should be faster, but I don't think I've benchmarked it yet. I should be able to do a quick benchmark once I dig the code up again ...
IIRC, with the old protocol I got somewhere in the neighborhood of 16 kilobytes/sec (128kbit/sec), maybe a little less. New protocol should be faster, but I don't think I've benchmarked it yet. I should be able to do a quick benchmark once I dig the code up again ...
- Tue Oct 16, 2007 5:47 pm
- Forum: Sound
- Topic: Official GEMS development kit + an unreleased game
- Replies: 49
- Views: 65227
That will be fine if there is C source code for data transfer through that cable both for PC and SMD. Code must be 100% working because I don't have real hardware to test it by myself.
The source code I have is C on the PC side and 68K asm on the SMD side. If need be I could probably whip together ...
The source code I have is C on the PC side and 68K asm on the SMD side. If need be I could probably whip together ...
- Thu Oct 11, 2007 9:01 pm
- Forum: Sound
- Topic: Official GEMS development kit + an unreleased game
- Replies: 49
- Views: 65227
- Wed Oct 10, 2007 6:01 pm
- Forum: Video Display Processor
- Topic: TV safe area
- Replies: 123
- Views: 123928
I THINK the Sonic games use this for competition mode so that they don't have to do half-size patterns.
Only Sonic 2 uses this feature. Sonic 1 had no competition mode and Sonic 3/S&K use a separate tile and stick with the normal progressive mode. In fact, I'm pretty sure Sonic 2 is one of only a ...
Only Sonic 2 uses this feature. Sonic 1 had no competition mode and Sonic 3/S&K use a separate tile and stick with the normal progressive mode. In fact, I'm pretty sure Sonic 2 is one of only a ...
- Tue Oct 09, 2007 6:23 pm
- Forum: Video Display Processor
- Topic: SMS mode on MD/Genesis
- Replies: 15
- Views: 22081
- Tue Sep 11, 2007 11:14 am
- Forum: Blabla
- Topic: More 315-5313 unknown stuff (speculation)
- Replies: 52
- Views: 57037
- Tue Sep 11, 2007 2:21 am
- Forum: Mega/SegaCD
- Topic: Sega CD technical introduction
- Replies: 15
- Views: 28108
The core of the Sega CD architecture was a central 68000 processor that ran at 12Mhz and could operate in tandem with the 7.6Mhz Genesis' 68000 CPU. The Sega CD's CPU, however, is not considered to be significantly more capable than that of the Genesis CPU.
I could be mistaken, but I believe it's ...
I could be mistaken, but I believe it's ...
- Tue Sep 04, 2007 3:41 am
- Forum: Blabla
- Topic: Pentium 4's
- Replies: 4
- Views: 7399
Many P4s have a feature called hyperthreading. Basically, the processor has hardware to keep track of the execution state of 2 threads at once, but only has one set of execution hardware. It basically reduces the cost of a context switch between two threads if those threads are both running on the ...
- Wed Aug 15, 2007 5:05 pm
- Forum: Megadrive/Genesis
- Topic: newbie creating genesis graphics
- Replies: 68
- Views: 68114
- Wed Aug 15, 2007 2:24 am
- Forum: Megadrive/Genesis
- Topic: newbie creating genesis graphics
- Replies: 68
- Views: 68114
- Tue Aug 14, 2007 7:25 pm
- Forum: Megadrive/Genesis
- Topic: newbie creating genesis graphics
- Replies: 68
- Views: 68114
- Tue Aug 14, 2007 1:32 am
- Forum: Megadrive/Genesis
- Topic: newbie creating genesis graphics
- Replies: 68
- Views: 68114
The Megadrive had four 15/16-color palettes (one color from each palette is used as transparent, but it can be used to color the backdrop) for a total of 61 colors onscreen. So basically each sprite can only use 15 colors and each background tile (8x8 pixel square on a particular background plane ...
- Wed Aug 01, 2007 12:42 pm
- Forum: Megadrive/Genesis
- Topic: getting started
- Replies: 21
- Views: 20257
- Fri Jul 20, 2007 5:26 pm
- Forum: Blabla
- Topic: Do you like this my MD2 ?
- Replies: 7
- Views: 9830