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Chilly Willy

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Chilly Willy last won the day on February 28 2013

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About Chilly Willy

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  • Birthday 08/24/1965

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  1. First, the only thing in common with the code he gave me was the code that stalled the VDP. Second, I made changes to that code making it work better, and under more conditions, so it wasn't at all cut-n-paste. I also arranged for someone with a better understanding of the VDP to do new code that is better/more reliable than the original. No code at all from the original exists in the current code. There's more of that over at SpritesMind where we worked the whole issue out. It wasn't more than just a minor misunderstanding that we worked out, and everyone was better off for the whole mess. I never said it was "easy", I said it wasn't a big deal. And from your own posts, it's not a big deal. Not easy, but still not a big deal. I was going from your posts on one of your ports concerning the color changes. I have no idea how you did it, but I have a few of my own... untried of course, but still reasonable ideas. For example, have the video in 256 color mode and bump the palette index used when converting the colors to use the index, which is itself bumped each time the palette registers are set by the 68000. That would handle up to 16 changes of the palette per screen. For more than that, depending on the game, I'd probably setup the blitter to alter the color table for each line and have a palette for every line. Obviously, some methods will work better than others depending on the game. For example, Wolf3D for the ST sets the palette for the main screen in the vertical blank, then changes the palette for the status bar at the first line of the status bar. For that, I'd keep two palettes and split the screen into two OP bitmaps, each using the proper palette.
  2. Excuse me, but I was defending YOU. Did you actually read what he wrote? That's him talking about everything YOU have been doing here lately. All those ST games you've ported for Jaguar folk - he's spitting in your face, so don't go spitting in mine when I defend you. Anywho, I went back and checked some old ST code, and it's not DMA, but using the HBL ints to change all the palette registers. A simple mistake given how long it's been since I did anything for the ST. You don't need to be snotty about it... especially as I'm on YOUR side.
  3. No, it isn't. It's not the same at all. Programming is a highly mental task, and many aspects can simply be conferred through suggestions and code snippets and the like. I don't need to make an entire program to tell someone how to do an integer multiply and divide on the 6502, nor make a program to demonstrate using DLIs as opposed to POKEY timers. You just TELL THEM.
  4. You're confusing source ports with the ports like CyranoJ has been doing, which is the type of port being asked for. Virtually NO Genesis games have the source released, and therefore there will be NO source ports. In which case, porting IS more like emulating. And that is the biggest load of crap I've ever heard. It certainly is clear you are not a coder. That sounds more like an attempt at insulting certain coders than anything else. If it wasn't meant as an insult, you really found the worst possible way of wording what you meant to say. Porting is very often one of the most challenging tasks a programmer can do. Even with the source, making a game meant for one platform look it best on a completely different one is a challenge most programmers aren't up for. Programmers who do source ports make good money because they're in high demand.
  5. Games that change values in the rom normally require a master code that kills the checksum check. Most Genesis carts do a checksum to start (since it was part of Sega's sample init code) and show a red screen when the checksum fails. GG codes that change values from the rom make it fail the checksum. Also, a game might use the same ram location for different things at different times. For example, a location may be part of a decode buffer before for the intro animation, and then become the number of lives during the game itself. In those cases, you use the switch to keep the cheat off while the game starts, then while the game is running, you turn on the cheat.
  6. There's a big difference between porting ST games and Genesis games - let's just look at one area: graphics. The ST uses plain 16 color bitmap graphics; the toughest thing about it is that it's in bitplane format rather than chunky format. You can use DMA to change the color palette on every line, if you so desire, but that's not a big deal. There are no sprites to worry about. Now let's look at the Genny - you have two planes of 16 color tiled graphics, with the ability to choose between four sets of color registers with every tile. You have fairly complicated scrolling and priority modes, as well as up to 80 sprites you have to mix into the whole mess. You can change a number of things on the fly - not the entire palette, but a number of color registers, among other things. At least the tile data is in chunky format, but it is otherwise a big pain in the ass. Even emulators on PCs with near infinite speed have fun getting the graphics right.
  7. The more you examine the Amiga chipset, the more obvious it becomes the lineage it shares with the Atari. Even the way they updated Denise for Extra-Half-Brite mode brings to mind the update from CTIA to GTIA. It's too bad they didn't have something like the A500 to start with; they probably would have done better given how well the 500 did three years late to the party.
  8. Really? There are 32 color registers (in OCS/ECS). The first 16 are exclusive to the playfield, and cover one layer of 16 colors, or two layers of 8 colors each. The last 16 color registers are used by the sprites, or by a single layer playfield of five or six bitplanes. So only the second 16 colors are POSSIBLY shared. When sprites are in four color mode, pairs of sprites share four colors, the first actually being transparent. So color regs 16, 20, 24, and 28 are not shared in four color mode, but exclusive to the playfield. If you put a sprite pair into attached mode, they show 16 colors - all the upper color registers... except the first which is again transparent. So color 16 is always exclusive to the playfield regardless of the sprite mode. 20, 24, and 28 may or may not be exclusive. The idea was that most games would use two playfields of 8 colors each, leaving all the upper color registers for the sprites. Single playfields of 32 or 64 colors have to share most of the upper color registers.
  9. An aside about being "lumbered" with a 32X devkit: the devkit hardware was crap. The docs are so full of things devs need to work around it's not surprising that many devs thought twice about working on it. Seriously, one interrupt bug in the IO chip was so bad they used the free-run timer to periodically "bump" the interrupt system. Nearly all these bugs were fixed in the consumer units, which is actually fairly easy to develop on. I do all kinds of stuff on the consumer unit that devs were warned against. Makes me wonder if SEGA had planned to update the devkits at some point, or if developers would have switched to developing on consumer units rather than dev units.
  10. Yes, but they would have been much too expensive. At best, you could have seen an EC020. Now that would have been nice compared to the 000.
  11. You might try checking the Tech Aid forum over at Sega-16. That's probably better than asking on an Atari board.
  12. Those games do come close to what you could do GRAPHICALLY. Not the very best, but you get a good idea of what you can do on the 32X. As far as sound goes, they didn't even scratch the surface. Same for making better use of the extra SH2. So while you can claim there's not a lot left to show for graphics, and that is arguable, nothing else was remotely pushed on the platform. My demos have done a decent job of showing closer to what the audio could do, as well as a little of what another sh2 allows; interrupt processed DMA'd sample buffers, using the slave sh2 for sound processing (ogg/mp3/g722.1/xm/mod), but there's still more to be done there as well. Again, look at the GBA games for a better idea of what you could have seen on the 32X if it had lasted more than six months. Launch games rarely show you what a platform is REALLY capable of, and that's ALL you got on the 32X. True - where the 32X got VF and VRD, the Jag got Fight for Life and Checkered Flag. Not a very good comparison that we KNOW should have been better. In that respect, the 32X got a lot more love (relatively speaking) than the Jag. Which is a shame since despite all flaws, it's a pretty awesome console. It's funny that the 32X was considered such a flop when it actually propped up Sega's profits for the quarters it was sold. There's been a lot of financial records for the periods covering the MD through the DC posted on boards, and had Sega not put out the 32X, it's arguable they'd have gone bankrupt trying to push out the Saturn. The 32X was not sold for a loss at the beginning, sold a metric shit-tonne of consoles that first xmas, and had several games that EVERYONE bought. So what if there were only 30-some games total for the 32X? I bought just as many 32X games as I did PS1 games within six months of purchase.
  13. Well, it DOES have a lot of untapped potential... just not anywhere near the PS1 or Saturn. The 32X has a lot of untapped potential. Doesn't mean it can take on the Saturn. To get some idea about how games COULD have gone on the 32X, the GBA is roughly the same power (32X has more processing power with its dual SH2s, but otherwise very nearly identical in all other areas). So just look at the game they came out with on the GBA. The Jaguar is easily more powerful than the 32X or GBA, so we know that anything that came out on the GBA could have easily been done for the Jaguar as well. Think about some of the last few racers for the GBA, then look at Checker Flag or Club Drive...
  14. I never got this - have these people never used controllers on other consoles? There are FAR more controllers far worse than the Jag controller. It realistically doesn't even make a list of the top ten worst controllers if you consider all of them, maybe even a top twenty list. The controller is one of the things I like about my Jaguar. I just wish I had a Pro controller, too.
  15. No problem. When I locate the stuff, I'll scan the blueprints and post them and the BIOS disassembly.
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