Search found 2976 matches

by Stef
Thu Apr 25, 2019 11:11 am
Forum: Demos
Topic: MD-NICCC - a 3D Mega Drive experience by TiTAN
Replies: 56
Views: 6436

Re: MD-NICCC - a 3D Mega Drive experience by TiTAN

Pretty sure Sik is talking about the SNES port of the ST-NICC demo which was also released at Revision this year. Oh i completely missed it... i really wonder why they needed the SFX here, probably doing the polygon rendering from the SFX. I don't know how much they are close to the original vertex...
by Stef
Wed Apr 24, 2019 2:40 pm
Forum: Demos
Topic: MD-NICCC - a 3D Mega Drive experience by TiTAN
Replies: 56
Views: 6436

Re: MD-NICCC - a 3D Mega Drive experience by TiTAN

Are you speaking about Starfox on SNES or something else ? If you speak about Starfox, the polygons are definitely not pre computed, you have real 3D transformation, both for object and the world (even if the world calculations could probably be simplified as we are on rails, not fixed rails though)...
by Stef
Wed Apr 24, 2019 7:47 am
Forum: Demos
Topic: MD-NICCC - a 3D Mega Drive experience by TiTAN
Replies: 56
Views: 6436

Re: MD-NICCC - a 3D Mega Drive experience by TiTAN

Don't forget that here we only have vector graphics, there is no 3D involved at all. It's like a *very fast* vector graphic renderer with an input format probably adapted for faster parsing rendering (i'm not sure it uses polygons as input). Clipping and 3D transformation calculations are a heavy pa...
by Stef
Wed Apr 24, 2019 7:39 am
Forum: Sound
Topic: Some beginner questions concerning YM2612
Replies: 24
Views: 3303

Re: Some beginner questions concerning YM2612

AR is the attack rate, telling you at which speed we raise the Total Level (TL). 63 is a special value so envelop immediately reach the Total Level. The best way to find those information is to analyze sources of YM2612 emulator. Something you may have a look into is the init() method of Gens YM2612...
by Stef
Thu Apr 18, 2019 12:09 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 7440

Re: dealing with matrices (arrays)

The new resource compiler might be even slower (due to the sprite cutting operation and the improved LZ4W compression) but i plan to improve that :)
by Stef
Thu Apr 18, 2019 8:04 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 7440

Re: dealing with matrices (arrays)

Having a newer java should not be a problem, at worst java is not found and so the resource is not compressed (same as NONE). What may have happened is that you're using an intermediate SGDK version (grabing changes from the github repository) and so having a broken resource compiler. Note that the ...
by Stef
Tue Apr 16, 2019 5:18 pm
Forum: Cartridge
Topic: Size limits
Replies: 35
Views: 8714

Re: Size limits

About Bank switch ? in fact i don't know any emulator which does really support generic bank switch (Gens limit to 8 MB for instance and i know some others just support SSF2 in a hacky way).
by Stef
Mon Apr 15, 2019 8:18 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 4582

Re: Compiling an emulator for enhanced Megadrive

This is also why I had pushed for VDP decaps for years… I got tired of people saying "they should have removed <insert feature they don't like> so we could have more colors!" and wanted to show exactly how much would be gained from that. Spoiler: most of the die is taken up by the sprite renderer (...
by Stef
Tue Apr 09, 2019 7:39 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 4582

Re: Compiling an emulator for enhanced Megadrive

We're speaking about that Megadrive+ since a long time now and yeah, the EMD project on Discord came up from that recurrent discussion. But today i think the EMD project goes far beyond from the specs we describe here (you are adding features to EMD every day :D) While i would rather choose to stay ...
by Stef
Mon Apr 08, 2019 8:41 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 39164

Re: Tänzer, a "ninja" game (Dev Diary thread)

Oh, that sounds quite interesting :D By the way, dd you were able to fix your issues with the WIP SGDK or you reverted to older 1.34 build ? The WIP SGDK (if it working for you) should provide better performance when dealing with sprites as better ROM usage (you won't see a big gain but still you sh...
by Stef
Mon Apr 08, 2019 8:38 am
Forum: SGDK
Topic: Dummy question on button handling
Replies: 9
Views: 1201

Re: Dummy question on button handling

So it means a C compiler keep exactly track of which registers is used by a function ? Concerning the VDP_waitVSync() code : yes the control port adress is stored in a volatile, but I don't understand why here. There's no call to any function in the loop, so there's no risk for the register used to...
by Stef
Mon Apr 08, 2019 8:32 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 4582

Re: Compiling an emulator for enhanced Megadrive

Genesis Plus all the way ! Forget about DGen (too old and not accurate) and Gens (has assembly and not accurate enough too). Genesis Plus GX is even a better base, if you want i have a simplified / fixed SDL based sources base sitting somewhere on my hard drive but i guess you can use the plain Gene...
by Stef
Fri Apr 05, 2019 10:21 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 39164

Re: Tänzer, a "ninja" game (Dev Diary thread)

that's a bug :lol:
it's said it found 4 tiles here (4x1 sprite) and so the X coordinate look like it was -32 wrongly encoded.
I wonder how this happened (rescomp tool made a mistake here). Can i have your input SPRITE resource definition with the used source image to make some tests ?
by Stef
Fri Apr 05, 2019 8:46 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 39164

Re: Tänzer, a "ninja" game (Dev Diary thread)

So, do I understand this right that if I turn off "halt z80 on DMA" it will work on your MD? Because I think the bus req is coming from that flag, isn't is Stef? Yeah, from what i understand that should fix the issue, but normally we do the opposite :D It's the max width of the sprite image file as...
by Stef
Fri Apr 05, 2019 8:33 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 39164

Re: Tänzer, a "ninja" game (Dev Diary thread)

[*]Tried adding busreq wait loop before the DMA (right now it lacks one, just writes and forgets) - still broken, but slightly differently I think. What you mean by different ? It's true that i don't wait for BUS to be taken because normally the operation is fast (require 2 or 3 68000 at max) and t...