Search found 86 matches

by mikejmoffitt
Wed Oct 14, 2015 4:54 pm
Forum: UMDK
Topic: UMDK Manufacturing ready
Replies: 37
Views: 35765

Re: UMDK Manufacturing ready

If and when you have boards built and working, I'd be a happy early customer.
by mikejmoffitt
Wed Oct 14, 2015 6:10 am
Forum: Video Display Processor
Topic: VDP Debug Register - $C0001C
Replies: 17
Views: 26504

Re: VDP Debug Register - $C0001C

snip
by mikejmoffitt
Tue Oct 13, 2015 8:03 pm
Forum: SGDK
Topic: Clearing plans and texts.
Replies: 7
Views: 4036

Re: Clearing plans and texts.

I'm not sure, but your first syntax was absolute insanity so it's good to see the clean option worked better :P
by mikejmoffitt
Tue Oct 13, 2015 4:30 pm
Forum: Video Display Processor
Topic: VDP Debug Register - $C0001C
Replies: 17
Views: 26504

Re: VDP Debug Register - $C0001C

I know the fetch is done during HBlank, but I'm saying the sprites on the right side of the screen are not direct artifacts of the fetch because they are being rendered at mclock/4 (in H40). I remember seeing Tiido had visualized the fetches using a probe on VRAM data pins, and they were narrow (as ...
by mikejmoffitt
Tue Oct 13, 2015 7:18 am
Forum: Video Display Processor
Topic: VDP Debug Register - $C0001C
Replies: 17
Views: 26504

Re: VDP Debug Register - $C0001C

I played with bit 0x0100 tonight before I saw this thread, so here are my notes on it which mostly line up with yours. I have a little more insight (I think) on why sprites look the way they do: Testing hardware is a VA3 USA Genesis, and a Sega CDX. Results are nearly identical. Existing documentati...
by mikejmoffitt
Mon Oct 12, 2015 8:47 pm
Forum: SGDK
Topic: Compile warnings
Replies: 5
Views: 3220

Re: Compile warnings

For setting the palette, you can just do this:

Code: Select all


u32 p_addr = (u32)(address of your palette array; 16 words);
// Could be u32 p_addr = (u32)&my_pal[0];
u16 pal_number = (palette you want to set);
VDP_doCRamDMA(p_addr, pal_number * 32, 16);

by mikejmoffitt
Mon Oct 12, 2015 8:42 pm
Forum: UMDK
Topic: UMDK Manufacturing ready
Replies: 37
Views: 35765

Re: UMDK Manufacturing ready

I'm in.

Just wondering if this device provides SRAM at typical location(s) for testing games that use save files too. Either way, the ability to use GDB and operate from a POSIX-compliant environment has me sold.
by mikejmoffitt
Sun Oct 11, 2015 12:18 am
Forum: Hardware
Topic: Interfacing CMOS 3.3V logic
Replies: 15
Views: 19977

Re: Interfacing CMOS 3.3V logic

For all of his newer RAM cartridges, like the everdrives, he has been using transceivers. He may have went with resistors on the small flash cart as a cost-saving measure.
by mikejmoffitt
Fri Oct 09, 2015 8:05 pm
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 110
Views: 132437

Re: Update your Genesis/32X Toolchain!

Having trouble building the toolchain. Binutils keeps failing because --disable-werror seems to have no effect.
by mikejmoffitt
Fri Oct 09, 2015 4:13 pm
Forum: Hardware
Topic: Interfacing CMOS 3.3V logic
Replies: 15
Views: 19977

Re: Interfacing CMOS 3.3V logic

It will "work" but I've been told that it is bad for the 5V and 3.3V devices both in the long run. A resistor is probably fine, but the transceiver is much better practice.

Krikzz seems to have stopped using resistors and started putting transceivers in his newer devices.
by mikejmoffitt
Thu Oct 08, 2015 5:40 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 865
Views: 2142433

Re: New Documentation: An authoritative reference on the YM2612

Well, given the nature of NMOS devices and static power consumption, that's actually what led me to wonder if it was a 2612 in the VDP in the first place. My CDX's VDP gets pretty warm just from regular use. Nothing wrong with the 5V rail, it's steady at 5V. Even still, if Sega's diagrams say it's a...
by mikejmoffitt
Wed Oct 07, 2015 7:54 pm
Forum: SGDK
Topic: Little suggestions from the noob.
Replies: 12
Views: 6211

Re: Little suggestions from the noob.

If you want to poke around my project here: https://github.com/Mikejmoffitt/LICS you can take a look at how I chose to solve some of these design problems. I had the same problem of unfamiliarity with SGDK's structures and mechanisms for dealing with level layouts, tile mappings, graphics creation, ...
by mikejmoffitt
Wed Oct 07, 2015 4:20 pm
Forum: SGDK
Topic: Light init?
Replies: 5
Views: 3553

Re: Light init?

Then you can probably hook the vint / hint directly to your methods but honestly the vint overhead should not be too high anyway by default. Only the hint can be a problem as we use it almost for raster effect which require very tight timings. Note that next SGDK version will have DMA queue support...
by mikejmoffitt
Wed Oct 07, 2015 4:09 pm
Forum: Sound
Topic: New Documentation: An authoritative reference on the YM2612
Replies: 865
Views: 2142433

Re: New Documentation: An authoritative reference on the YM2612

Discrete YM3438 didn't seem to run 2x slower (I no longer remember the result...), but it has issues in other games (I recall Sonic Spinball being one). Given that the discrete YM3438 has different behavior than the ASIC one, and the ASIC one is further different from the YM3438 design, are we sure...
by mikejmoffitt
Wed Oct 07, 2015 4:00 pm
Forum: Video Display Processor
Topic: MEGADRIVE : questions about colors
Replies: 3
Views: 8387

Re: MEGADRIVE : questions about colors

Color 0 will be transparent, which depending on your layer configuration may show the layer below, or the background color. Color 0 will never be a normal opaque color.