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10-April 09
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User is offline Feb 07 2015 07:30 PM

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52 years old
August 24, 1965
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Doom 32X
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  1. In Topic: A little "idea" I had about where Sonic's speed comes from

    05 February 2015 - 10:26 PM

    It's obvious how any of the characters in the series run so fast or fly... lots and lots of beans. ;)
  2. In Topic: Saxman's Sonic Boom engine

    29 January 2015 - 05:57 PM

    View PostAerosol, on 29 January 2015 - 01:14 AM, said:

    Well I was wondering more if there were any technical limitations, or of it was a lack of knowledge of the hardware. Neglect of a feature is something else.

    Often, it's usually just lack of anything to really test with. Until my 32X demos came along, you really had little more than commercial games and a couple other demos that merely showed some simple graphics. Having code to look at also helps in fixing problems.


    How is Nemesis' emulator coming?

    As far as I know, it's MD only. No CD or 32X. You can check his official forum on it over at SpritesMind to get a better idea of the state of his emu.


    Have you contacted him? It would be nice to have proper emulation for it..

    I don't have direct contact with him, he just will actually respond to my posts on boards we frequent if I direct a post to him and he's around. I haven't seen any posts from him in quite some time. That's not too unusual for devs - I took a few months off last year where no one heard from me for a while, too. Sometimes, it's because you're burned out and cannot even think of looking at the stuff until you get over it. Sometimes, you're on a project that consumes all your time, and you just haven't a single free second. A few projects I have worked on, when it gets to hump time, you're working 20 hour days for a couple weeks to months to meet the deadlines imposed. You can't be reached at all in that time, and afterwards you don't feel like doing anything for the next few months. And sometimes (usually the case for me), you update your computer, decide to reorganize your bookmarks, and miss a site because you frequent too many boards! So you don't check on a site you used to frequent until someone sends you an email or catches you on another board and asks if you're still alive. :)
  3. In Topic: Saxman's Sonic Boom engine

    29 January 2015 - 12:58 AM

    View PostAerosol, on 27 January 2015 - 08:03 PM, said:

    That's interesting. Anywhere I can read a write-up as to why that is?

    Fusion is closed source, so who can say? But other emulators with source you can look at. For Gens/GS R7, when the 32X part is activated, it builds an address map that never includes the CD, so it not only doesn't do mode 1 in 32X mode, but doesn't allow CD32X games either.

    Most emulators are more concerned about running existing software than actually emulating a platform EXACTLY, and there was never any 32X mode 1 software until I added it to Wolf32X. A good example is Fusion: the PWM audio in Fusion was originally done to work with existing games, which used a particular way of setting the PWM using sample code from Sega. It sounded weird with my early PWM demos because of that. Snake changed Fusion to handle that using my demos for testing for his final version. So I'd expect that if he came out with an update, it would probably do all these new things... so here's hoping he has a new rev coming out! :)
  4. In Topic: Saxman's Sonic Boom engine

    27 January 2015 - 06:51 PM

    View PostMarkeyJester, on 27 January 2015 - 03:42 PM, said:

    Assuming you're refering to Kega Fusion in "Mode 1", then DMA does in fact work, so long as the source address is not located around the ROM region, this region is rather iffy, and I'm under the impression the Mode 1 aspect of Kega Fusion, was designed specifically to handle the requirements of "Flux" and nothing more. This (interestingly enough) makes Sonic 1 ideal, given that all "transfer" related DMA requests are done so with 68k RAM as the source.

    He meant mode 1 in 32X mode. A 32X cart cannot use mode 1 under ANY emulator currently. It works just great on real hardware, as my mode 1 support in Wolf32X shows. :eng101:
  5. In Topic: Saxman's Sonic Boom engine

    26 January 2015 - 03:02 AM

    I've posted a number of demos with code on using the CD over at SpritesMind and Sega-16. For example, an 8 channel mod player, and a mikmod player. I also did an example for doing Direct Color DMA mode from the CD. The SCD is pretty cool. A version of Sonic 2 that ran from CD (or used the cd in mode 1) would be pretty cool. Imagine having extra levels (or user levels) on CD, and extra/replacement music on cd. MOD format music on the CD PCM chip sounds awesome. It's the next best thing to having an Amiga. :)


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