
The Blender Fiddler
242 posts

The Blender Fiddler
@blender2763
22 | Another artist lol
Katılım Şubat 2021
27 Takip Edilen25 Takipçiler


@OneBitOnePixel In particular I was wondering about reading microcode ROM for the NEC v810, or the CPU used in the Virtual Boy and PC-FX. The floating point operations are microcoded and exact cycle timings are unknown. Perhaps a high-res die shot could give us more info in the routines?

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@blender2763 Could you clarify what exactly you're interested in regarding reading ROM from photos?
So far, the most modern device I've worked with was a Generalplus MCU from the mid-2010s, so I think that in theory it's possible to read almost anything, it's just a matter of effort
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@mariotwtconfess What's up with the font kerning why do the "cl"s look like "d" s
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@thecomputerclan You can run the windows version just fine on a modern computer with WINE under Linux, but no modern version of Windows can run it lol
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@birt_shannon Awesome! If you know, how does your horizontal scaling routine differ from the one you'd see in the final boss of the lawnmower man? In that one, there are these columns you'd see the more it's scaled up. Is that for getting more colors or a side effect?
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** MEGA Parodius Scaling Effects Part 1 **
One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect.
The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha.
@GabrielPyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , @VTRCHIPMUSIC is busy working on Stage 2 tracks so the team is working hard all round on this port.
The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either.
With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed.
So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now.
This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it.
Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope.
We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also.
In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage.
The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced.
We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !!
#SGDK #SegaMegadrive #Genesis #Parodius
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The Blender Fiddler retweetledi

@MachineThing Gen AI was probably the best excuse delivered from heaven for memory/gpu companies to price gouge the shit out of their products
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Jeeeez, I am so glad I upgraded my laptop already... I bought 64gb of DDR5 Corsair RAM like 3 months ago and it was only ~120 bucks. Gen AI is quite litteraly a tumor on nearly every part of modern society.
Pirat_Nation 🔴@Pirat_Nation
Holy shit, we are so cooked
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@furrtek Could it be an mp3? I just threw it into the HxD stats function & compared with similarly-sized mp3's on my computer. It seems to have bins of bytes 0x20 in size. I observed this in my mp3 files as well.



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Pal Mickey external memory dump (4MB !):
furrtek.org/noclass/palmic…
Phrase index and possibly code in the first 64kB, rest is speech data encoded with unknown algorithm.

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@vaxryy One thing that pisses me off too is that eventually I'd have to just close and re-open firefox when it gets unresponsive if I run it under one session long enough. Am I experiencing a fucking memory leak?
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