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Engineering & Reverse Engineering (575 posts)
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User is offline Jul 02 2015 05:07 PM
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Member Title:
He's waiting....
Age:
25 years old
Birthday:
August 8, 1989
Gender:
Male Male

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Other Contact Info:
Skype: Imperial Solaris
Project:
S4: Cybernetic Outbreak
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Posts I've Made

  1. In Topic: Help with porting S3K's layout format?

    27 May 2015 - 04:52 PM

    Ahh well I couldn't help you much there, I thought you ported the S3k Code.
  2. In Topic: Help with porting S3K's layout format?

    27 May 2015 - 01:33 PM

    To test that theory, make a blank chunk in WFZ that's not 0 and place it around the layout where it's needed to space it out. From there try optimizing it again. S3K level draw is very picky in terms of drawing, It has the two major draw controls that call it's code, One to initialize the Draw and the other to continuously process the actual draw of the level. Without the routines properly called during draw with the proper data the levels won't fully display properly. Hopefully that's not the case here though. I'm on IRC I could probably help out more direct there.
  3. In Topic: Help with porting S3K's layout format?

    26 May 2015 - 05:40 PM

    Yes I'll help. Here's my documentation of the format.

    Edit: A Note. The Row Header must be the full size to avoid any issues. SonED2 doesn't do this but SonLVL does. If you're having trouble getting the S3K Draw System to display correctly show me what code you have and I'll fix it.

    ; ===========================================================================
    ; S3 Level Layout Format.
    ; ===========================================================================
    ; Header.
    ; ===========================================================================
    00AA
    00BB
    00CC
    00DD
    
    AA: Number of FG Tiles Per Line.
    BB: Number of BG Tiles Per Line.
    CC: Number of FG lines.
    DD: Number of BG lines.
    
    
    ; ===========================================================================
    ; Row Header.
    ; ===========================================================================
    AAAA: Ram Address for FG.
    BBBB: Ram Address for BG.
    
    ;**	:Row Number.
    ;00	$AAAA,$BBBB
    ;01	$AAAA,$BBBB
    ;02	$AAAA,$BBBB
    ;03	$AAAA,$BBBB
    ;04	$AAAA,$BBBB
    ;05	$AAAA,$BBBB
    ;06	$AAAA,$BBBB
    ;07	$AAAA,$BBBB
    ;08	$AAAA,$BBBB
    ;09	$AAAA,$BBBB
    ;0A	$AAAA,$BBBB
    ;0B	$AAAA,$BBBB
    ;0C	$AAAA,$BBBB
    ;0D	$AAAA,$BBBB
    ;0E	$AAAA,$BBBB
    ;0F	$AAAA,$BBBB
    ;10	$AAAA,$BBBB
    ;11	$AAAA,$BBBB
    ;12	$AAAA,$BBBB
    ;13	$AAAA,$BBBB
    ;14	$AAAA,$BBBB
    ;15	$AAAA,$BBBB
    ;16	$AAAA,$BBBB
    ;17	$AAAA,$BBBB
    ;18	$AAAA,$BBBB
    ;19	$AAAA,$BBBB
    ;1A	$AAAA,$BBBB
    ;1B	$AAAA,$BBBB
    ;1C	$AAAA,$BBBB
    ;1D	$AAAA,$BBBB
    ;1E	$AAAA,$BBBB
    ;1F	$AAAA,$BBBB
    ; ===========================================================================
    ; Level Layout Data.
    ; ===========================================================================
    Which starts at $8088
    
    Format is simple, Depending on the header and Ram addresses for rows chosen it is setup like that.
    
    Format is, One byte per chunk, Chunk ID = Byte.
    ; ===========================================================================
    
  4. In Topic: Saxman's Sonic Boom engine

    29 January 2015 - 01:18 AM

    View PostChilly Willy, on 29 January 2015 - 12:58 AM, said:

    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! :)/>

    Have you contacted him? It would be nice to have proper emulation for it..
  5. In Topic: Saxman's Sonic Boom engine

    27 January 2015 - 07:01 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.

    I feel however, that whether it does or does not work properly in Kega is irrelevant. The simple fact is, no one's going to step up to using this thing effectively within a hack, and with any form of gameplay elements to it either. I know, that at the end of the day, I shall be disappointed in seeing everyone boast about their Mega CD hack, when the irony is, it's not far off different from their hack if it were on a Mega Drive alone. Having said that, I would like to see more graphical use of the machine (yes, I'm aware that the resulting graphics supplied by the Mega CD are not displayed by the Mega CD, and that other display hardware (such as the Mega Drive's VDP) are required for actual display, so don't bother with the lecture) as it'll be nice to have products that stems away from the obvious CDDA/PCM.

    Well that much I knew because with the way Mode 1 was implemented in Fusion it's still using parts of the normal CD functions which disable the Rom DMA ability. However it still just sucks 32X + Mode 1 isn't supported by any emulator.