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On most Mega Drive sound systems, including the one just mentioned, the digitized samples sound way too broken. This was not so much of a problem in Sonic 1 and Phantasy Star IV, because the main sound engine was implemented on the 68000, with the Z80 dedicated to digitized samples, but this method ...
- Wed Jun 16, 2010 9:31 pm
- Forum: Hardware
- Topic: SEGA Genesis/Megadrive clone in a FPGA
- Replies: 30
- Views: 47879
Here are some examples of Mega Drive music composed by me.
Giga Man Adventure - Sneak peaks
My sound engine doesn't support DAC output while playing music though, because I thought DAC sounds would sound too choppy with music processing going on at the same time.
Giga Man Adventure - Sneak peaks
My sound engine doesn't support DAC output while playing music though, because I thought DAC sounds would sound too choppy with music processing going on at the same time.
- Sat May 08, 2010 11:47 am
- Forum: Megadrive/Genesis
- Topic: How many ticks per instruction...?
- Replies: 8
- Views: 7824
- Wed May 05, 2010 7:53 pm
- Forum: Megadrive/Genesis
- Topic: How many ticks per instruction...?
- Replies: 8
- Views: 7824
- Wed Apr 28, 2010 9:11 pm
- Forum: Sound
- Topic: PSG noise using the YM2612?
- Replies: 4
- Views: 6097
- Wed Apr 07, 2010 6:18 pm
- Forum: Video Display Processor
- Topic: How does Sonic2 handle sprites for interlace mode?
- Replies: 7
- Views: 12677
A good method would be: At the start of each frame, make a copy of the sprite table. When a VRAM write happens in the middle of a frame, take a note of it, and on the next line, draw the sprites using the sprite table copy, cutting them off at the top and bottom of the current area. Then, record the ...
- Wed Apr 07, 2010 4:10 am
- Forum: Regen
- Topic: Regen 0.972 and 0.972D
- Replies: 193
- Views: 508026
- Tue Apr 06, 2010 7:45 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 134917
According to the document at SnesWiki, Mode 2 has a separate scrolling offset for each tile, so it's not quite the same.
However, if you just want to do 8 line horizontal scrolls, HDMA is much easier to use and much faster than mode 2, since each scrolling value only has to be written once instead ...
However, if you just want to do 8 line horizontal scrolls, HDMA is much easier to use and much faster than mode 2, since each scrolling value only has to be written once instead ...
- Tue Apr 06, 2010 3:56 am
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 134917
- Sat Apr 03, 2010 6:42 am
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 134917
- Fri Apr 02, 2010 5:12 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 134917
In most games, the screen scrolls more often than not, and both planes are scrolled. So even if you only have parallax in the background and not in the foreground (which is common), all the foreground entries must still be set on every frame where the screen scrolls, which happens most of the time ...
- Thu Apr 01, 2010 6:10 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 134917
With SNES you have up to 16 DMA's chanenles avaliable, so in practice you cann't do what genesis does. You need to spend all the displaying time (in contrast with vertical retrace time) updating scroll values if you want more than 16 scroll. In the other side, it wastes more memory on MD.
Wrong. A ...
Wrong. A ...
- Wed Mar 31, 2010 11:16 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 134917
Line scrolling is just as simple to implement on SNES as it is on Mega Drive. This is easily done using a HDMA channel.
An example of line scrolling is seen in the ground of Ryu's stage in Street Fighter 2, which behaves similar to the water in Launch Base 2 in Sonic 3. Mode 7 screens such as the ...
An example of line scrolling is seen in the ground of Ryu's stage in Street Fighter 2, which behaves similar to the water in Launch Base 2 in Sonic 3. Mode 7 screens such as the ...
- Sat Mar 27, 2010 7:08 pm
- Forum: Megadrive/Genesis
- Topic: Official Sega Documentation, More is required?
- Replies: 11
- Views: 10543
Well, that's not hard at all. Just don't update the registers for a music channel when the channel is being used for a sound effect. Turn off the sound for every channel that a sound effect uses at the start of the sound effect. Remember the current instrument in use for a channel, whether it's used ...