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  1. antime

    Strategies for Reducing VRAM Usage?

    The frames will probably compress very well even using a simple scheme like RLE. Most of the pixels will also stay the same between frames, so you could use delta encoding as well.
  2. antime

    Extension Ram Cartridge and mini prep guide for Mars CD developers and programming

    That's just terrible advice. Why would anyone suffer with 25 years old software, when there's infinitely better art packages available today, that don't require dicking around with emulators for dead operating systems to run?
  3. antime

    Strategies for Reducing VRAM Usage?

    Is the SPD bit set in your drawing commands? When it's set, pixels with a value of zero (palette index or RGB value) are not skipped, but are drawn into the frame buffer.
  4. antime

    Hdmi Solution

    The 10-pin connector isn't an actual DIN standard, which is why you can't find them at any of the normal component distributors. Edit: This might be the right type of connector, though I couldn't find the part on the manufacturer's own website.
  5. antime

    Strategies for Reducing VRAM Usage?

    At 4bpp, each sprite should take 1K (32*64/2). One simple way to reduce VRAM usage is to only keep the current animation frame in VRAM, but you still need to fit all the frames in main memory. Another technique is to subdivide the original sprite into multiple parts. That works best if there's...
  6. antime

    Setting Up Linux Dev Environment?

    Can you build one of the bundled demo apps?
  7. antime

    Setting Up Linux Dev Environment?

    What fails? How? What errors do you get?
  8. antime

    Some megadrive mini news !

    It seems like a quality product, and they definitely took a page from Nintendo's book by including Darius and Tetris, but it's maddening that each region has a different set of games.
  9. antime

    VDP1 sprites priority

    Transparency depends on the pixel data in the VDP1 frame buffer, and how VDP2 is configured to interpret it. By setting the CMDCOLR word of the sprite drawing command, you can select different priority and color calculation settings for each sprite. Chapter 9 of the VDP2 manual explains it, but...
  10. antime

    Strange address 0xFFFFFF00

    You may have to modify the emulator.
  11. antime

    Strange address 0xFFFFFF00

    0xFFFFFE00-0xFFFFFFFF is the SH7095/SH7604 on-chip peripheral address range. 0xFFFFFF00 is the DVSR register of the division unit.
  12. antime

    Motherboard Issue (Game Disc Unsuitable)

    The "Game Disc Unsuitable" message means that the console has read the game header correctly from disc or cartridge, but that the region code in the header doesn't match the region code of the console. In the Saturn, the region code is defined by four inputs pins of the SMPC, that are either...
  13. antime

    Motherboard Issue (Game Disc Unsuitable)

    If the system has been region modded, verify that the mod hasn't failed.
  14. antime

    Gunslinginninja

    The code to Wolfenstein 3D was released under the GPL, so selling that is OK as long as you follow the terms of the license. You are also allowed to redistribute the shareware assets, but not those of the full game.
  15. antime

    Gunslinginninja

    There's always bottom-feeders. These twerps are selling Nintendo ROMs, so I doubt they'll be around for long.
  16. antime

    Communication port information

    Pin 1 is the metal shell/shield around the connector. It is completely omitted from the service manual schematics, marked as "NC" in the old reverse-engineered schematics, but measured as GND on two different model boards I have. This may have varied by board type. Since we have access to real...
  17. antime

    Communication port information

    Which schematic? The pinout of the comm port connector is 1 - shell / NC 2 - Vcc 3 - SCSP Rx 4 - SCSP Tx 5 - Master SH2 Tx 6 - M Rx 7 - M SCK 8 - GND 9 - Slave SH2 Tx 10 - S Rx 11 - S SCK 12 - GND
  18. antime

    Action Replay 1MB/4MB "automatic" switch

    The USB DataLink connects to the CommLink port. It is however quite slow compared to the dev cart.
  19. antime

    Hex to Bin

    Because I was bored, here's another solution. With the table it's longer, but should run quicker. Obviously when optimizing for speed you can't beat a full 1K table, but I think this is a reasonable compromise. ! Parameters: ! r4 = source ! r5 = length (>= 1) ! r6 = dest ! Local registers: ...
  20. antime

    Hex to Bin

    Your "end of bit conversion" condition doesn't work. Depending on the MSB of the byte loaded from @r0, the cmp/pl is either always false, or always true (loads are sign-extending, and shar is sign-preserving, and the comparison is signed). Also, if any bit pattern is valid you can't early-out...
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