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Tech Member: Tech Members
Active Posts:
5584 (1.31 per day)
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Engineering & Reverse Engineering (1127 posts)
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03-December 03
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User is offline Feb 21 2015 08:10 PM
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My Information

Age:
26 years old
Birthday:
August 18, 1988
Gender:
Male Male
Location:
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Project:
omg porjcet
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10

Posts I've Made

  1. In Topic: Cycle accurate Mega Drive emulation

    25 February 2014 - 05:54 AM

    I too prefer Mercurial. ;)/> hg-git is available for interfacing Mercurial repositories with Github, and it gives you a much wider userbase than Bitbucket (as much as I want to respect Atlassian for trying, Github has eaten their lunch in a big way).
  2. In Topic: Valley Bell's SMPS Research

    18 January 2014 - 10:34 AM

    Here's Michael Jackson's Moonwalker. This is the earliest entry on the GDRI list which is actually SMPS 68k - Mystic Defender is earlier, but it looks like it's mislabelled as SMPS 68k when it's actually SMPS Z80 (I'm waiting on Andlabs to confirm that like he did with Bahamut Senki).

    Spoiler


    This is the most castiron proof I have that someone meddled with Sonic 1's sound driver quite heavily - even at this earliest stage SMPS 68k still looks more like Ristar (and hence more like Sonic & Knuckles) than it does like Sonic 1.
  3. In Topic: Valley Bell's SMPS Research

    17 January 2014 - 10:55 PM

    I'm getting into some serious antiquity now - Battle Golfer Yui predates Sonic 1.

    Spoiler

    I'm surprised by the number of coordination flags that outright do nothing. I didn't think of it at the time, but flag FE might be like Golden Axe II's flag FE (which, as ValleyBell informed me, enables FM3 special mode) - I need to go take a second look at that. e: yeah, it's cfFM3SpecialMode.
  4. In Topic: Valley Bell's SMPS Research

    17 January 2014 - 07:09 PM

    onos double post

    ValleyBell suggested in #techies that I look at a SMPS/Treasure game, so I picked Light Crusader because it's roughly contemporaneous with Ristar so it gives an idea what the two drivers looked like at the same point in time.

    Spoiler


    This is less drastic than I expected for something that gets its own designation in the SMSPower listing.
  5. In Topic: Valley Bell's SMPS Research

    17 January 2014 - 01:30 AM

    I wanted to find out how possible a SMPS 68k variant with SMPS Z80 coordination flags would be, since I know 68k assembly a lot better than Z80 assembly, but I'm aware that Sonic 1's SMPS 68k is lacking in coordination flags, and there's quite a few more games using SMPS Z80 than SMPS 68k. To that end I took a bunch of games using SMPS 68k (starting from the most recent, Ristar, and leaping backwards) and disassembled them to find out what coordination flags they used. Here's what I got.

    Spoiler


    A digest for people who don't want to read the whole thing:
    • SMPS 68k and SMPS Z80 development seems to have happened in parallel. The coordination flags used in Ristar are similar to those used in Sonic and Knuckles, but there's a fair few differences.
    • As a rough approximation, the number of coordination flags correlates with the release date, and after a certain point the SMPS developers seem to have fixed the list of coordination flags between $E0 and $FE and opted instead to add new flags to the switch table for metaflag FF instead. Pulseman and MMPR:TM have the same flags, Samurai Shodown adds a couple, and Ristar adds a few more on top of that. There's no disagreement on order or what particular flags are other than one game having more/fewer than another.
    • I expected Streets of Rage to have roughly the same array of coordination flags as Sonic 1, but it seems to have a completely different setup - coordination flags start at $F0, and there's two sets of them which are switched between by flipping (what looks to be) bit 7 of the playback control byte. Sonic 1 is more like Golden Axe 2 in that respect. That said...
    • Sonic and Knuckles customised the coordination flags quite heavily. I suspect the "standard" set looks more like Ristar, but (as the saying goes) research is ongoing.

    My plan now is to look at World of Illusion to find out what other games at around the same time as Sonic 2 had for coordination flags, and keep working my way backwards through SMPS 68k games - Golden Axe 2 is right where things start getting interesting because the "core" flags ($E0-$FE) aren't yet quite set in stone.