Search found 95 matches

by Gigasoft
Thu Feb 07, 2013 11:26 am
Forum: Hardware
Topic: Early Genesis model 1 problems?
Replies: 3
Views: 4541

There could be a problem with the cart interface or with accessing the main bus from Z80. Try going to the sound test in Sonic the Hedgehog 2 and let one of the songs loop a few times. If there is no problem (except maybe the drums being scratchy), then the Z80 to 68000 interface is faulty. Otherwis...
by Gigasoft
Sun Feb 03, 2013 7:54 pm
Forum: Video Display Processor
Topic: How to propertly scroll wide image?
Replies: 11
Views: 7635

It should be possible to have two planes if you use 256x224 mode, but then you have to update the entire name table for every tile scrolled. Here's what you do: Put both name tables at E000h as 128x32. Plane A should start out at 0,32 and plane B at 264,32, and they will advance through 8 horizontal...
by Gigasoft
Fri Feb 01, 2013 11:22 am
Forum: Video Display Processor
Topic: How to propertly scroll wide image?
Replies: 11
Views: 7635

You should only update the edges. Then you only have to load 112 bytes for every pixel scrolled.
by Gigasoft
Wed Jan 30, 2013 4:24 pm
Forum: Megadrive/Genesis
Topic: Seamless world techniques
Replies: 8
Views: 6397

I tend to have 4x4 screenfuls loaded at a time. These are loaded in the background by a separate thread when the main game thread is not running. The loading routine reads object data and clips each object to the current screen, meaning that screen boundaries are not a concern when designing maps. P...
by Gigasoft
Fri Jan 18, 2013 12:52 am
Forum: Cartridge
Topic: Super Mario 64 for Genesis - dump quest (need pics of pcb!)
Replies: 36
Views: 65471

I had a crack at it.
by Gigasoft
Mon Jul 16, 2012 10:59 pm
Forum: Megadrive/Genesis
Topic: Thesis on emulation
Replies: 10
Views: 7139

Although many games have large tiles composed of smaller tiles, this has nothing to do with the graphics hardware, unless you count the NES where palette selection applies to four tiles at once, making 16x16 tiles made of 8x8 tiles a natural design choice. Figure 16 is wrong, as it lists SNES and Sa...
by Gigasoft
Sun Jul 15, 2012 12:28 pm
Forum: Video Display Processor
Topic: Is it impossible to put a sprite under plan A or plan B?
Replies: 5
Views: 4523

Either use the priority bits, or use more sprites to cover up your sprite. It helps if you arrange the tiles that make up larger tiles in vertical order, so that you can use large sprites.
by Gigasoft
Sun Jun 17, 2012 12:24 am
Forum: Video Display Processor
Topic: Scroll Map scaling
Replies: 11
Views: 7425

That's kind of pointless, since you could just disable H-interrupts instead. And instead of writing the address each time, you should set the auto-increment to 0.
by Gigasoft
Mon Jun 11, 2012 12:17 pm
Forum: Video Display Processor
Topic: Scroll Map scaling
Replies: 11
Views: 7425

I'm quite sure that it actually says "Thunder Farce".
by Gigasoft
Thu May 24, 2012 11:36 am
Forum: Demos
Topic: Video demo
Replies: 5
Views: 5610

The video rate is about 31511 bits per second, and the audio rate about 1533, on average. The video is currently at 88x88 strecthed to 176x88. 128x72 stretched to 256x144 could also work, I might look into it later.
by Gigasoft
Wed May 23, 2012 1:52 pm
Forum: Demos
Topic: Video demo
Replies: 5
Views: 5610

Video demo

Here's an eight minute video with sound. Source code included.

http://www.mediafire.com/?qvbm45u6l03nks3
by Gigasoft
Wed May 23, 2012 8:23 am
Forum: Megadrive/Genesis
Topic: Hey guys I'm new and I got a couple of questions
Replies: 15
Views: 10569

No, it's old and won't let you do anything but a 100% assembly binary.
No, that's incorrect. It supports COFF. Use the -l option.
by Gigasoft
Tue Apr 10, 2012 2:43 pm
Forum: Megadrive/Genesis
Topic: Pseudorandom generation
Replies: 28
Views: 19684

Try not to make the H and V counters behave in an unexpected way. The H and V counters need to be synchronized with each other and with H and V interrupts, and with screen drawing. If you need to be intrusive, then that's what you need to be. And don't forget about movies - they must contain all inf...
by Gigasoft
Mon Apr 09, 2012 8:09 am
Forum: Megadrive/Genesis
Topic: Pseudorandom generation
Replies: 28
Views: 19684

Which would amount to adding a random offset to H and V counters. Thanks! It indeed fixed the problem. I've patched Gens/GS accordingly. I'm surprised this hasn't been fixed so far.
No, now you've just broken it even more.
by Gigasoft
Fri Mar 16, 2012 8:59 am
Forum: SGDK
Topic: GFX_WRITE_VRAM_ADDR is expensive? (was: code benchmarking)
Replies: 19
Views: 12538

Yes, it is. However, you should always check the generated assembly code when using GCC. GCC is a very poor compiler, and you need to help it a lot. By the way, you are drawing your tile map upside down. If foreground_layer is a byte array, and FOREGROUND_TILE_STARTINDEX is a multiple of 256, then y...