Search found 95 matches

by Gigasoft
Wed Jun 16, 2010 9:31 pm
Forum: Hardware
Topic: SEGA Genesis/Megadrive clone in a FPGA
Replies: 30
Views: 35676

68000 RAM access from Z80 would also be nice.
by Gigasoft
Mon Jun 14, 2010 7:28 pm
Forum: Demos
Topic: Scening
Replies: 19
Views: 16752

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.
by Gigasoft
Sat May 08, 2010 11:47 am
Forum: Megadrive/Genesis
Topic: How many ticks per instruction...?
Replies: 8
Views: 6135

This is what my command line looks like:

@..\snasm\snasm68k -p -o ow+,os+,oz+ gm.asm,gm.bin,,gm.lst

Make sure you have the -o switch in front of your options. Then it should work.
by Gigasoft
Wed May 05, 2010 7:53 pm
Forum: Megadrive/Genesis
Topic: How many ticks per instruction...?
Replies: 8
Views: 6135

You should use RAM locations above $ffff8000 for your variables. This ensures that the addresses will be 16 bits if the appropriate assembler option has been given. In Snasm68K, the option -ow+ enables this.
by Gigasoft
Wed Apr 28, 2010 9:11 pm
Forum: Sound
Topic: PSG noise using the YM2612?
Replies: 4
Views: 4976

Interesting. You can get a similar sound by using a very low frequency, but in the game, 4-frequency mode is used.
by Gigasoft
Wed Apr 07, 2010 6:18 pm
Forum: Video Display Processor
Topic: How does Sonic2 handle sprites for interlace mode?
Replies: 7
Views: 9867

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...
by Gigasoft
Wed Apr 07, 2010 4:10 am
Forum: Regen
Topic: Regen 0.972 and 0.972D
Replies: 193
Views: 348238

May I also suggest stepping and breakpoints for Z80?

And selection and editing in memory viewer using the mouse and keyboard (instead of the current approach which reminds me of old computers that were programmed with switchboards, setting the address and data and flipping the "set" switch).
by Gigasoft
Tue Apr 06, 2010 7:45 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 75554

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 o...
by Gigasoft
Tue Apr 06, 2010 3:56 am
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 75554

BUT that reminds me about in SNES you cann't do vertical scroll inside a plane/BG. So, for example, you cann't port Trouble Shooter 2 from MD to SNES at pixel perfect level. I assume you're talking about per-column vertical scrolling. Well, in modes 2, 4 and 6 every tile can be individually scrolle...
by Gigasoft
Sat Apr 03, 2010 6:42 am
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 75554

Yes, the Genesis can scroll in either full screen mode, line mode, 8-line mode or repeating 8-line pattern mode. And so can the SNES, with the proper HDMA lists.
by Gigasoft
Fri Apr 02, 2010 5:12 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 75554

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. ...
by Gigasoft
Thu Apr 01, 2010 6:10 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 75554

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 ...
by Gigasoft
Wed Mar 31, 2010 11:16 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 75554

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 wo...
by Gigasoft
Sat Mar 27, 2010 7:08 pm
Forum: Megadrive/Genesis
Topic: Official Sega Documentation, More is required?
Replies: 11
Views: 8533

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...
by Gigasoft
Sat Mar 27, 2010 5:33 pm
Forum: Megadrive/Genesis
Topic: Advice on the Art of Genesis level Building
Replies: 30
Views: 19269

Why won't you share some of your routines with the community? Please show me some of your code. :) Well, here are some short excerpts. I can't share too many secrets :P The VSync function. vsync: move.l d0-d7/a0-a6,-(a7) move.w #$2700,sr move.w a7,stack1 move.w stack2,a7 move.l (a7)+,d5-d7/a4-a6 ts...