Search found 616 matches
- Wed Jan 02, 2008 5:04 am
- Forum: Tools
- Topic: MoD Transfer Cable issue
- Replies: 12
- Views: 10925
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 bet...
- Wed Jan 02, 2008 2:37 am
- Forum: Tools
- Topic: MoD Transfer Cable issue
- Replies: 12
- Views: 10925
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 r...
- Wed Dec 12, 2007 4:57 pm
- Forum: Demos
- Topic: SMD music rips
- Replies: 12
- Views: 15458
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 f...
- Wed Dec 12, 2007 1:14 am
- Forum: Demos
- Topic: SEGA GENESIS VGM PLAYER
- Replies: 48
- Views: 53624
(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 w...
- Wed Oct 17, 2007 8:20 pm
- Forum: Sound
- Topic: Official GEMS development kit + an unreleased game
- Replies: 49
- Views: 53374
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. ...
- Tue Oct 16, 2007 5:47 pm
- Forum: Sound
- Topic: Official GEMS development kit + an unreleased game
- Replies: 49
- Views: 53374
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 ...
- Thu Oct 11, 2007 9:01 pm
- Forum: Sound
- Topic: Official GEMS development kit + an unreleased game
- Replies: 49
- Views: 53374
Such a cable already exists: http://www.retrodev.com/transfer.html The protocol used is relatively simple. 4-bits data, 2-bits for handshaking. I can describe a working protocol in more detail if you like. I think the ISO file contains the source code for the Genesis side, though that's using my old...
- Wed Oct 10, 2007 6:01 pm
- Forum: Video Display Processor
- Topic: TV safe area
- Replies: 123
- Views: 96442
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 v...
- Tue Oct 09, 2007 6:23 pm
- Forum: Video Display Processor
- Topic: SMS mode on MD/Genesis
- Replies: 15
- Views: 18346
It is my understanding that you can't use MD video mode (Mode 5) from the Z80 because it needs 16-bit writes. Actually as it turns out both Mode 4 and Mode 5 require 16-bit writes in Genesis mode, but both work fine with 8-bit writes in SMS mode (though I have no idea whether or not Mode 5 DMA work...
- Tue Sep 11, 2007 11:14 am
- Forum: Blabla
- Topic: More 315-5313 unknown stuff (speculation)
- Replies: 52
- Views: 45874
instead it uses 8 pins for pixel data (pin120-pin127(?) ), these ones get into a colourize chip (LOL) wasting the VDP crappy CRAM. Are you sure its not 4bit (well, a tile is 4bit so far)? What are the other 4bits used for? Input data?!! Well you need to know what pallete the current pixel uses for ...
- Tue Sep 11, 2007 2:21 am
- Forum: Mega/SegaCD
- Topic: Sega CD technical introduction
- Replies: 15
- Views: 22139
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 1...
- Tue Sep 04, 2007 3:41 am
- Forum: Blabla
- Topic: Pentium 4's
- Replies: 4
- Views: 5424
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 C...
- Wed Aug 15, 2007 5:05 pm
- Forum: Megadrive/Genesis
- Topic: newbie creating genesis graphics
- Replies: 68
- Views: 54682
- Wed Aug 15, 2007 2:24 am
- Forum: Megadrive/Genesis
- Topic: newbie creating genesis graphics
- Replies: 68
- Views: 54682
Hmm, doesn't look like it supports entering RGB values in hex. I guess we'll have to make due with decimal numbers. So when you're adding colors to your palette the values for red, green and blue should use one of the following values: 0, 32, 64, 96, 128, 160, 192, 224 Additionally, you shouldn't ad...
- Tue Aug 14, 2007 7:25 pm
- Forum: Megadrive/Genesis
- Topic: newbie creating genesis graphics
- Replies: 68
- Views: 54682
SMD palette is something like this: http://shiru.untergrund.net/smdpal.png Note that SMD able to display 1536 colors (but only 61 at once without any tricks), not 512, because it has special color mixing modes. But generally games displays only 61 colors from 512 from palette given above. If you're...