@YueKuratsu Make sure you have BOTH the A600 and 1200 **fully** recapped, the capacitors Commodore used back then are now prone to leaking, and this causes a massive damage on the motherboards.
The bolt is back. Rep the 2000s with the CGR throwback jacket, and check out our new driver tees from our friends at @HomefieldApparl. 🔴⚡️
🔗: https://t.co/a8jQfvEdxx
This 15-Letter Code DESTROYS Speedball 2 on C64 + Bonus Easter Egg
Awesome hidden secrets on the Commodore 64 game Speedball 2!
In Speedball 2: Brutal Deluxe (1990, Bitmap Brothers / Image Works), go to the title screen (where it says "Imageworks") and simply type:
MARTIN… and a photo of Martin suddenly appears on screen!
Also included in the video:
- The famous BRADFORD-ON-AVON cheat mode (gives you god-mode powers)
- Full gameplay footage of this brutal, addictive classic
- How to trigger both secrets on the Commodore 64
00:00 - Hidden Picture Easter Egg
00:36 - Cheat: Ingame Keys
01:00 - Gameplay using the ingame keys
If you love retro gaming Easter eggs, dev in-jokes, and 8-bit secrets, this one is pure gold!
👍 Like if this made you smile!
🔔 Subscribe for more hidden C64 cheats, Easter eggs & lost gems every week.
#C64 #Commodore64 #RetroGaming
https://t.co/82mOUUcZrm
I reversed the Konami '0005291' custom IC from GX400 hardware. now only the '0005290' and '0005295' left to do for a full hardware re-engineering.
私はGX400ハードウェアからコナミのカスタムIC「0005291」をリバースエンジニアリングしました。
@JazRignall The Sinclair purchase, as told by AMS himself:
https://t.co/kngThIfpHg
Funny thing, I read somewhere, that he paid 5M for everything Sinclair, promptly sold everything, including parts for the QL, C5, TVs, old Spectrums and made 6M quid back.
I'm building a totally open source, anything to anything controller/controller adapter firmware platform.
I believe gamers should be able to use whatever controller they want, wherever they want.
Bluetooth.. USB.. retro.. modern.. EVERYTHING!
Help me blow this project up with stars ⭐️👉 https://t.co/Y28ZNLRapR
** 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
Designed a compact BlueSCSI v2 PCB for myself...
1. 50P or HPDB68 pads available;
2. Smaller size but matching the 3.5" HDD outline and mounting holes.
Namco 'CUS120' reproduction up and running 💯
A huge thanks to @furrtek for his invalulable work (chip decapping, die tracing and schematics drawing) and to Apocalypse for his troubleshooting and fix.
https://t.co/U190VgDOWA