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Moderator: AamirM
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I wasn't aware of that Shames on me !AamirM wrote:Hi,
Please note that my emulator was not the first to emulate it. PicoDrive was the first. Look here.
stay safe,
AamirM[/url]
Anyway, still impressive.
Are you doing HLE for the SVP ? or it is pur and rude low level one ?
No, this is a true DSP (SSP1601) core (apparently still incomplete but enough to emulate Virtua Racing pretty good)
It executes DSP instructions (originally present in Virtua Racing's ROM) to render "3D polygons" in internal DRAM ($300000-$31ffff) which are then copied to VRAM by VDP DMA.
You should have a look to the source code and why not integrate this in Gens for a reborn version
It executes DSP instructions (originally present in Virtua Racing's ROM) to render "3D polygons" in internal DRAM ($300000-$31ffff) which are then copied to VRAM by VDP DMA.
You should have a look to the source code and why not integrate this in Gens for a reborn version
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I saw that by checking the Picodrive site.Eke wrote:No, this is a true DSP (SSP1601) core (apparently still incomplete but enough to emulate Virtua Racing pretty good)
It executes DSP instructions (originally present in Virtua Racing's ROM) to render "3D polygons" in internal DRAM ($300000-$31ffff) which are then copied to VRAM by VDP DMA.
You should have a look to the source code and why not integrate this in Gens for a reborn version
I think i'll have a look on the source code to understand how this is possible, i though the SVP couldn't be dumped
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ok, so the chip on the SVP board is a simple DSP without any internal romnotaz wrote:It's simple - SVP uses the first 128K of game ROM for it's code, so there was no need to dump anythingStef wrote: I think i'll have a look on the source code to understand how this is possible, i though the SVP couldn't be dumped
Anyway i'm amazed by the amount of data transfered at each frame to the VDP ram ! the game use some blank lines to optimize the DMA rate, anyway it's still impressive !
Well some good news. The version 0.4 will have the debugger enabled . It will be released in a day or two. Also the compatibilty will be higher than the current version.Shiru wrote:There is many people who almost crying without good SMD debugger. Romhackers, fan translators, and homebrew developers too.AamirM wrote:I think nobody needs it(and it was buggy too ). I will remove it in the next release.
@Stef
Are you Stéphane Dallongeville? I have been a big fan of yours .
stay safe,
AamirM
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The Stef here is the author of Gens.
BTW, I figured out the reason why your emu is so slow on my old machine : the window is 7pixels too high, so its 320x 247, and my PCs GFX card can't do any stretching so it bogged down... when I manually made the window 7 pixels shorter, it worked like a charm. And You may want to add true full screen support (switch to 320x240 or some other res than just stretching the screen to fit desktop).
Great work man, and I'm also waiting for the debugger
BTW, I figured out the reason why your emu is so slow on my old machine : the window is 7pixels too high, so its 320x 247, and my PCs GFX card can't do any stretching so it bogged down... when I manually made the window 7 pixels shorter, it worked like a charm. And You may want to add true full screen support (switch to 320x240 or some other res than just stretching the screen to fit desktop).
Great work man, and I'm also waiting for the debugger
Mida sa loed ? Nagunii aru ei saa
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
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lol, seems to be the same good old issues with every new emulator* Changed Musashi's interrupt handling. This fixes Lemmings status bar.
* Fatal Rewind lockup fixed.
* Double Dragon 2 lockup fixed.
do you plan adding serial eeprom emulation ? I have a document written somewhere if you want, or you can check in my code
keep up the good work
Thanks. Yes I am planning it to add it soon. I also have your doc and code of the eeprom. That will be a big help. Thanks again.Eke wrote:lol, seems to be the same good old issues with every new emulator* Changed Musashi's interrupt handling. This fixes Lemmings status bar.
* Fatal Rewind lockup fixed.
* Double Dragon 2 lockup fixed.
do you plan adding serial eeprom emulation ? I have a document written somewhere if you want, or you can check in my code
keep up the good work
stay safe,
AamirM
P.S. I didn't knew so many games used eeprom.
you're welcome... by the way, if you get inspirated by the modified genesis plus code I wrote to fix compatibility issues, I would appreciate to be credited, it took me lot of time to figure some sensitive stuffs that wasn't still properly emulated before or not documented by emu authorsthanks. Yes I am planning it to add it soon. I also have your doc and code of the eeprom. That will be a big help. Thanks again.
just curious, what is wrong with this game in Gens ?* Dino Dini Soccer runs perfectly now. Even more accurate than Kega Fusion and Gens!
also, will this project stay closed source ? I'm always curious to see how different people manage to solve the same problems.