Thanks for the feedback. This will be taken into account in the next release, along with hills.Eke wrote:I was wondering why the road effect was not displayed on real hardware and Genesis Plus GX.
It turns out you accidentally set bit 2 in VDP register #0 which results in freezing the HV counter. This feature is not supported by most emulators but you might want to fix it since your code relies on HV counter
Also, it seems like the demo hangs on real hardware (controls do not respond): I suspect this is because DMA is left enabled in VDP register #1 even when not being used but I am not sure
Pseudo-3D road demo
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Good to know. I was worried I might have another bug in BlastEm to track down when I saw the road was not working there.Eke wrote:I was wondering why the road effect was not displayed on real hardware and Genesis Plus GX.
It turns out you accidentally set bit 2 in VDP register #0 which results in freezing the HV counter. This feature is not supported by most emulators but you might want to fix it since your code relies on HV counter
I'm pretty sure there are commercial games that leave DMA enabled without any ill effect. I seem to remember I checked a few at one point. Galaxy Force II disables DMA and depends on this being emulated, but that's just because it's a buggy mess and accidentally triggers extra DMA operations if it's not disabled.Eke wrote:Also, it seems like the demo hangs on real hardware (controls do not respond): I suspect this is because DMA is left enabled in VDP register #1 even when not being used but I am not sure
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Have you ever seen the Reassembler blog?
http://reassembler.blogspot.ca
He worked on porting/converting the original OutRun arcade to C. He has a few posts talking about how the roads were done.
http://reassembler.blogspot.ca
He worked on porting/converting the original OutRun arcade to C. He has a few posts talking about how the roads were done.
Yes, I know about Cannonball.djcouchycouch wrote:Have you ever seen the Reassembler blog?
http://reassembler.blogspot.ca
He worked on porting/converting the original OutRun arcade to C. He has a few posts talking about how the roads were done.
I have noticed that while Outrun, as well as the current version of this demo, bends the road continuously when the player gets close to a curve, Super Monaco GP bends the road (race track in the case) by discrete amounts.