post was perhaps more designed to be on Blabla but Step didn't move it, it's that he could accept it there,...so don't worry.
I didn't realize it was the NES game.
There is a lot of emulator and disassemblers or others tools, so it should be doable if you take this long road.
I only was able to ...
Search found 1151 matches
- Mon Aug 28, 2017 10:12 pm
- Forum: SGDK
- Topic: Monsters in adventure of Lolo
- Replies: 6
- Views: 6840
- Mon Aug 28, 2017 10:07 pm
- Forum: Hardware
- Topic: SEGA IR wireles joypad
- Replies: 7
- Views: 25421
Re: SEGA IR wireles joypad
i suspected the first part but the second part, about 2 IR devices, is totally new to me.
Thanks for all these details, very interesting.
I get back to this subject month ago when I was studying if a wireless control was possible on MD.
I was wondering which tech would be the best.
good ol' IR ...
Thanks for all these details, very interesting.
I get back to this subject month ago when I was studying if a wireless control was possible on MD.
I was wondering which tech would be the best.
good ol' IR ...
- Mon Aug 28, 2017 9:54 am
- Forum: Hardware
- Topic: SEGA IR wireles joypad
- Replies: 7
- Views: 25421
Re: SEGA IR wireles joypad
(oops, didn't see you post before today)
Got exactly the same at home.
What I wanted to trace/understand is how they handled latency ....
Have you any idea how they deal with it ?
Got exactly the same at home.
What I wanted to trace/understand is how they handled latency ....
Have you any idea how they deal with it ?
- Mon Aug 28, 2017 9:49 am
- Forum: SGDK
- Topic: Monsters in adventure of Lolo
- Replies: 6
- Views: 6840
Re: Monsters in adventure of Lolo
It remind me of a game I need to finish to port...
Enemy's AI is clearly not the easiest thing to understand....even more when you're RE it directly from raw disassembly.
On the game I talked about, only a part is understood.
How I made it ?IDA of course. It allows you to name var & func and see ...
Enemy's AI is clearly not the easiest thing to understand....even more when you're RE it directly from raw disassembly.
On the game I talked about, only a part is understood.
How I made it ?IDA of course. It allows you to name var & func and see ...
- Fri Jul 21, 2017 2:47 pm
- Forum: Hardware
- Topic: HDD (or flash) instead of a CD, questions...
- Replies: 158
- Views: 283427
Re: HDD (or flash) instead of a CD, questions...
Like the one you described earlier with arduino, cpld and I2S DAC

- Fri Jul 21, 2017 2:40 pm
- Forum: Mega/SegaCD
- Topic: SEGA CD Mode 1
- Replies: 57
- Views: 395067
Re: SEGA CD Mode 1
From what we know, a CDD access takes almost 1/75s
so every time a BIOS function called need to communicate with the CDD, it takes this time.
Add the process time, you almost have a frame (60hz/50Hz)
:arrow: you lost a frame every bios call ?!
I don't understand how Sega let this happen....
At the ...
so every time a BIOS function called need to communicate with the CDD, it takes this time.
Add the process time, you almost have a frame (60hz/50Hz)
:arrow: you lost a frame every bios call ?!
I don't understand how Sega let this happen....
At the ...
- Fri Jul 21, 2017 2:19 am
- Forum: Mega/SegaCD
- Topic: CDD Registers
- Replies: 0
- Views: 26116
CDD Registers
Reading for the 10 times the SoftDev manual, I realizead there were some CDD related registers.
FF8034:
what is exactly the spindle speed flag ?
I doubt it define the CD drive speed right ?
FF8036:
I thought it was some read only register but it seems you have control over the HOCK, which drive ...
FF8034:
what is exactly the spindle speed flag ?
I doubt it define the CD drive speed right ?
FF8036:
I thought it was some read only register but it seems you have control over the HOCK, which drive ...
- Fri Jul 21, 2017 2:08 am
- Forum: Mega/SegaCD
- Topic: SEGA CD Mode 1
- Replies: 57
- Views: 395067
Re: SEGA CD Mode 1
Another thing that bugs me.....
The way the CD player is made on the demo seems difficult to handle on a real game.
Let me explain :
every command uses wait_do_cmd and wait_cmd_ack.
These 2 are loops to check the communication flag.
On a real game, a loop is a disaster.
If your CD is dirty, every ...
The way the CD player is made on the demo seems difficult to handle on a real game.
Let me explain :
every command uses wait_do_cmd and wait_cmd_ack.
These 2 are loops to check the communication flag.
On a real game, a loop is a disaster.
If your CD is dirty, every ...
- Fri Jul 21, 2017 2:00 am
- Forum: Hardware
- Topic: HDD (or flash) instead of a CD, questions...
- Replies: 158
- Views: 283427
Re: HDD (or flash) instead of a CD, questions...
I was waiting for your proto ;)
I'm still on it but on the soft side : still working on a ROM tester.
My Mode1 ROM was working (until i break it yesterday), next step was to validate it on real hardware.
If it works as expected, I'll add the way to send specific command one at a time to check CDD ...
I'm still on it but on the soft side : still working on a ROM tester.
My Mode1 ROM was working (until i break it yesterday), next step was to validate it on real hardware.
If it works as expected, I'll add the way to send specific command one at a time to check CDD ...
- Mon Jul 17, 2017 9:26 pm
- Forum: Mega/SegaCD
- Topic: SEGA CD Mode 1
- Replies: 57
- Views: 395067
Re: SEGA CD Mode 1
it seems the way you compute track number is wrong.
i had to ryemove your '& and >> to get the right numbers...under fusion
i had to ryemove your '& and >> to get the right numbers...under fusion
Re: FPGA 5V
Great find !!!
So 2x (GTL2000 and 22 pullup resistors of 350ohm and 1 of 200Kohm for ref) + 5/3.3V regulator
So 2x (GTL2000 and 22 pullup resistors of 350ohm and 1 of 200Kohm for ref) + 5/3.3V regulator
Re: FPGA 5V
I'll mean a lot of them : data bus + adress bus + control bus .... And a regulator to get a 3.3V line....
it's there any level translator network ?
I only found 8 bit max...i'll need 4 or 5 of them
it's there any level translator network ?

I only found 8 bit max...i'll need 4 or 5 of them

Re: FPGA 5V
I wonder if it won't be easier to be full 3.3V, which mean protect EVERY pin with level translator....
- Thu Jul 06, 2017 5:06 pm
- Forum: Controls
- Topic: controller auto reset
- Replies: 18
- Views: 38514
Re: controller auto reset
. That 1/60th second delay is critical to some pads. Now going longer is fine - for example, if your code loops once every other vblank, you know you have about 1/30th sec, which is way more than needed. Then it's not so critical.
Which get back to my initial question ;)
Some pads (third party ...
Which get back to my initial question ;)
Some pads (third party ...
- Thu Jul 06, 2017 8:38 am
- Forum: Mega/SegaCD
- Topic: Sub Header
- Replies: 6
- Views: 20298
Re: Sub Header
I'm not on the size limit yet so I'll keep your idea for later use 
