Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Emulation of dots artefacts on CRAM writes #220

Open
retrorepair opened this issue Jun 7, 2018 · 6 comments
Open

Emulation of dots artefacts on CRAM writes #220

retrorepair opened this issue Jun 7, 2018 · 6 comments

Comments

@retrorepair
Copy link

On a real Geneis/Megadrive, the VDP will spit out garbage (sprite data?) in the overscan area, usually the bottom right.

This is evedent in lots of games (all of them?) and if you load a game in the Exodus emulator you can see it there, as well as on real hardware but although Genesis Plus GX does draw the overscan area (borders) it doesn't show this garbage.

More a nit picky thing really but I feel it adds to the overall feeling of playing on a real console as I always remember this from my childhood. In the name of accuracy.....

@ekeeke
Copy link
Owner

ekeeke commented Jun 9, 2018

Actually, this happens whenever the game tries to write the color palette (CRAM), this is not garbage sprite data but the color value that is being written. It happens because of bus access conflict with the current pixel readout. And it does not happen only in border area but can also occurs in active screen area if the game tries to update CRAM mid-screen, it's just more common (and more visible) in border area.

It was initially not emulated because:

  • it increases emulation processing requirements and requires cycle-accurate CRAM writes
  • it's more a limitation of the original hardware than really a feature
  • it's the kind of stuff most people never paid attention to when they were playing with their original console back in time (I certainly didn't and I had a PAL console were the borders were quite visible compared to NTSC ones where they barely were) and which suddenly become 'important' for em ulators to 'feel right'.

That's said, there are some recent homebrew demos that kinda use this 'feature' to display pictures in 'direct-color' mode (by disabling the display then doing precisely timed and continuous DMA to CRAM) so emulating this could actually be interesting. That's why I will leave this request open as it might eventually be added sometime in the future (by me or someone else)

@ekeeke ekeeke closed this as completed Jun 9, 2018
@ekeeke ekeeke reopened this Jun 9, 2018
@ekeeke ekeeke changed the title Garbage in overscan area not displayed Emulation of dots artefacts in overscan area Jun 9, 2018
@NTxC
Copy link

NTxC commented Aug 12, 2020

Please consider working on this feature. This is the only feature that's missing from Genesis Plus GX that is implemented in Blastem. If you implement this my life will be complete.

@ekeeke ekeeke changed the title Emulation of dots artefacts in overscan area Emulation of dots artefacts on CRAM writes Jul 12, 2021
@getCursorsExe
Copy link

getCursorsExe commented Jul 15, 2021

On hardware Sega Mega Drive, the game can CRAM can be written at anytime, but on most emulators, CRAM can be only written during H-Blank or V-Blank.
If it increases emulation processing requriements, then how about CRAM Dots as an option that will be disabled by default?

@getCursorsExe
Copy link

getCursorsExe commented Jul 16, 2021

This explains why the 512 COLORS TITANIC RECORD in TiTAN Overdrive Beta is displayed as color scanlines. This is probably also because of the emulator unknowingly displaying only 16 colors in one scanline.

@retrorepair
Copy link
Author

Is this still a possibility?

@levonnn
Copy link

levonnn commented Dec 11, 2024

Still hoping for this one.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

5 participants