https://github.com/0xAX/linux-insides/b ... heory-3.md
Thought I'd share the link. Can this be stickied for new users?
Search found 338 matches
- Thu May 12, 2016 10:48 am
- Forum: SGDK
- Topic: GCC inline asm tutorial
- Replies: 4
- Views: 15609
- Thu May 12, 2016 7:43 am
- Forum: Video Display Processor
- Topic: When is the collision bit cleared?
- Replies: 14
- Views: 14575
Re: When is the collision bit cleared?
So it is not cleared any time during vblank? (automatically, that is)
- Thu May 12, 2016 7:40 am
- Forum: SGDK
- Topic: DMA queue clash with early frame code
- Replies: 12
- Views: 6416
Re: DMA queue clash with early frame code
They may be disabled long enough for the framerate to drop to 30fps temporarily. But they are always enabled before waitVSync.
- Wed May 11, 2016 2:36 pm
- Forum: SGDK
- Topic: DMA queue clash with early frame code
- Replies: 12
- Views: 6416
Re: DMA queue clash with early frame code
I did not set any limit.
- Wed May 11, 2016 12:27 pm
- Forum: SGDK
- Topic: DMA queue clash with early frame code
- Replies: 12
- Views: 6416
Re: DMA queue clash with early frame code
According to the code, it's not possible for the queue to have contents after waitVSync, yet that's what I repeatably saw. This is a very interesting bug.
- Wed May 11, 2016 10:33 am
- Forum: SGDK
- Topic: DMA queue clash with early frame code
- Replies: 12
- Views: 6416
Re: DMA queue clash with early frame code
Indeed, on some frames the DMA queue is not empty at the start. Trying to clear it now.
- Wed May 11, 2016 9:58 am
- Forum: Video Display Processor
- Topic: When is the collision bit cleared?
- Replies: 14
- Views: 14575
When is the collision bit cleared?
The status register has a sprite collision bit. When exactly is it cleared? sega2f is silent on this one.
- Wed May 11, 2016 7:56 am
- Forum: SGDK
- Topic: XGM driver hangs during fades
- Replies: 12
- Views: 6561
Re: XGM driver hangs during fades
Thanks. master doesn't build due to multiple issues with vram.c, but I could just pull the relevant commits. I confirm the XGM issue is fixed.
- Wed May 11, 2016 7:55 am
- Forum: SGDK
- Topic: DMA queue clash with early frame code
- Replies: 12
- Views: 6416
Re: DMA queue clash with early frame code
Indeed, yet it has an effect. On multiple emulators, not yet tested on hw. It must have something to do with the DMA due to which tiles get corrupted - ones right after the final DMA copy. How would you track this? edit: Another idea. Is the following possible: - the frame takes just slightly too lo...
- Tue May 10, 2016 7:02 pm
- Forum: SGDK
- Topic: DMA queue clash with early frame code
- Replies: 12
- Views: 6416
Re: DMA queue clash with early frame code
No, just a normal ROM-to-VRAM copy. And the DMA queue is the only DMA I use, so how could that fix it? edit: The corruption was visible in the couple tiles following the last DMA target. As if the DMA copy randomly wrote too much, or if it interrupted another VDP call, leaving the dest address there...
- Tue May 10, 2016 3:59 pm
- Forum: SGDK
- Topic: DMA queue clash with early frame code
- Replies: 12
- Views: 6416
Re: DMA queue clash with early frame code
Yep, sticking VDP_waitDMACompletion() at the frame start seems to fix the corruption.
- Tue May 10, 2016 3:47 pm
- Forum: SGDK
- Topic: DMA queue clash with early frame code
- Replies: 12
- Views: 6416
DMA queue clash with early frame code
Is the following issue possible? - use the DMA queue to sync a few kb - the v-int callback does not wait for DMA - thus the frame code can start *while the DMA is going* - then, if there's early frame code that accesses the VDP, even with interrupts disabled, it can conflict and blow up I believe I'...
- Tue May 10, 2016 2:51 pm
- Forum: SGDK
- Topic: XGM driver hangs during fades
- Replies: 12
- Views: 6561
Re: XGM driver hangs during fades
Stef, can you post the patch somewhere? I'd like to keep my sgdk in sync with the official fix, and I'd need this to work.
- Mon May 09, 2016 2:58 pm
- Forum: SGDK
- Topic: Multitap docs seem wrong
- Replies: 0
- Views: 12562
Multitap docs seem wrong
Quoting from docs: By default ports are configured to only enable support for joypads, unless<br> * a pad is not detected. In that case, a multitap or mouse is enabled if<br> * present.<br> This only seems to be the case for the EA multitap. Using the Sega multitap, the portSupport variable remains ...
- Tue May 03, 2016 4:40 pm
- Forum: SGDK
- Topic: XGM driver hangs during fades
- Replies: 12
- Views: 6561
Re: XGM driver hangs during fades
I don't see it on github?
It's perfectly fine for master to be broken, or you could use a different branch if it's invasive. There are many people waiting for this new version, even if it's broken right now, please share the code.
It's perfectly fine for master to be broken, or you could use a different branch if it's invasive. There are many people waiting for this new version, even if it's broken right now, please share the code.