Search found 86 matches
- 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.
- Wed Oct 14, 2015 6:10 am
- Forum: Video Display Processor
- Topic: VDP Debug Register - $C0001C
- Replies: 17
- Views: 26504
- 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
- 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 ...
- 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...
- 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);
- 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.
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.
- 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.
- 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.
- 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.
Krikzz seems to have stopped using resistors and started putting transceivers in his newer devices.
- 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...
- 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, ...
- 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...
- 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...
- 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.