CRAM color palette dots option
CRAM color palette dots option
Apologies if this has been discussed and settled already, but I was wondering if devs have considered enabling to display the CRAM color dots, which usually appear on the lower overscan area during some game scenes.
An example: https://i.redd.it/ym39kqd6v8d01.jpg
This is probably the only thing the Genesis core is missing to really make you feel like you are really playing a Genesis/MD . Would really like to see it as a user selectable option. The Mega Sg for instance had it added as an option in a firmware update.
An example: https://i.redd.it/ym39kqd6v8d01.jpg
This is probably the only thing the Genesis core is missing to really make you feel like you are really playing a Genesis/MD . Would really like to see it as a user selectable option. The Mega Sg for instance had it added as an option in a firmware update.
-
- Posts: 257
- Joined: Sun May 24, 2020 9:06 pm
- Has thanked: 64 times
- Been thanked: 13 times
Re: CRAM color palette dots option
I'd like to see this too. Aren't these manipulated by certain demos for drawing to the screen without using sprites?
-
- Posts: 257
- Joined: Sun May 24, 2020 9:06 pm
- Has thanked: 64 times
- Been thanked: 13 times
Re: CRAM color palette dots option
I'm interested actually how the core doesn't do this currently.
From my understanding they are the result of DMA access from the 68k which lots of games use. Are they masked at the moment?
From my understanding they are the result of DMA access from the 68k which lots of games use. Are they masked at the moment?
-
- Core Developer
- Posts: 216
- Joined: Sun May 24, 2020 8:48 pm
- Has thanked: 49 times
- Been thanked: 285 times
Re: CRAM color palette dots option
The dots are caused by writing to CRAM while the VDP is reading from it. Most likely a real console uses a single data bus for reading and writing so it will read the value being written instead of the value in CRAM. The core uses dual port ram so it can read and write simultaneously.
It is a minor change to add CRAM dots: https://github.com/MiSTer-devel/Genesis ... cdba4d6379
As far as I know demos would write to the background color so it would work even if CRAM dots are not visible. CRAM dots appear only every other pixel so by writing to the background color you get CRAM dot->BG->CRAM dot->BG. This results in double sized pixels horizontally.
It is a minor change to add CRAM dots: https://github.com/MiSTer-devel/Genesis ... cdba4d6379
As far as I know demos would write to the background color so it would work even if CRAM dots are not visible. CRAM dots appear only every other pixel so by writing to the background color you get CRAM dot->BG->CRAM dot->BG. This results in double sized pixels horizontally.
-
- Posts: 257
- Joined: Sun May 24, 2020 9:06 pm
- Has thanked: 64 times
- Been thanked: 13 times
Re: CRAM color palette dots option
Awesome!
I think the only thing really left to add would be the debug register (really I think only for Titan 2, though I think the boarder thing sort of works anyway?) and the TMSS BIOS loading.
I think the only thing really left to add would be the debug register (really I think only for Titan 2, though I think the boarder thing sort of works anyway?) and the TMSS BIOS loading.
-
- Posts: 257
- Joined: Sun May 24, 2020 9:06 pm
- Has thanked: 64 times
- Been thanked: 13 times
Re: CRAM color palette dots option
Hmm, the dots are present but they aren't in the border/overscan area. Is the border generated differently in MiSTer?paulbnl wrote: ↑Fri Dec 18, 2020 11:50 am The dots are caused by writing to CRAM while the VDP is reading from it. Most likely a real console uses a single data bus for reading and writing so it will read the value being written instead of the value in CRAM. The core uses dual port ram so it can read and write simultaneously.
It is a minor change to add CRAM dots: https://github.com/MiSTer-devel/Genesis ... cdba4d6379
As far as I know demos would write to the background color so it would work even if CRAM dots are not visible. CRAM dots appear only every other pixel so by writing to the background color you get CRAM dot->BG->CRAM dot->BG. This results in double sized pixels horizontally.
-
- Posts: 257
- Joined: Sun May 24, 2020 9:06 pm
- Has thanked: 64 times
- Been thanked: 13 times
Re: CRAM color palette dots option
Actually, it seems another time they are displayed (probably what I'm thinking of) is when the pallet changes in VBL:
https://segaretro.org/Sega_Mega_Drive/P ... #CRAM_dots
https://segaretro.org/Sega_Mega_Drive/P ... #CRAM_dots
-
- Posts: 257
- Joined: Sun May 24, 2020 9:06 pm
- Has thanked: 64 times
- Been thanked: 13 times
Re: CRAM color palette dots option
That's what I get for building a source I've been messing with, works now
I think if the TMSS BIOS was an option this would be the most accurate megadrive reproduction around!
- Attachments
-
- IMG_20201218_222937_HDR.jpg (2.96 MiB) Viewed 10829 times
Re: CRAM color palette dots option
Thank you so much paulbnl for answering my prayers!
Could you (or retrorepair) please attach a build with this option incorporated? Not sure when a public release will be updated next. Or if you can point me to instructions on compiling the .rbf myself I can try to do so.
Again, thank you!!
Could you (or retrorepair) please attach a build with this option incorporated? Not sure when a public release will be updated next. Or if you can point me to instructions on compiling the .rbf myself I can try to do so.
Again, thank you!!
-
- Core Developer
- Posts: 216
- Joined: Sun May 24, 2020 8:48 pm
- Has thanked: 49 times
- Been thanked: 285 times
Re: CRAM color palette dots option
Howto build:
https://fpgasoftware.intel.com/17.0/?ed ... rm=windows
1. Download Quartus Prime Lite 17.0 -> Individual Files -> Quartus Prime Lite + Cyclone V device support
2. Download Gameboy Github repo zip. Code -> Download Zip
3. Quartus -> File-> Open Project-> Open Gameboy.qpf.
4. Processing -> Start compilation.
5. The rbf will appear in the output_files folder
https://fpgasoftware.intel.com/17.0/?ed ... rm=windows
1. Download Quartus Prime Lite 17.0 -> Individual Files -> Quartus Prime Lite + Cyclone V device support
2. Download Gameboy Github repo zip. Code -> Download Zip
3. Quartus -> File-> Open Project-> Open Gameboy.qpf.
4. Processing -> Start compilation.
5. The rbf will appear in the output_files folder
Re: CRAM color palette dots option
Thank you for the instructions, although it took over 3.5 hours to compile on my old Windows laptop, it works as expected!
I also realized this should also be added to the MegaCD core, I imagine you simply would need to copy the same commit to it.
Thanks again for all you do!
I also realized this should also be added to the MegaCD core, I imagine you simply would need to copy the same commit to it.
Thanks again for all you do!
Re: CRAM color palette dots option
This is a very appreciated option. I don't have a mega drive anymore for comparison but I think that mister displays more dots than the mega drive, isn't it? For example in sonic 3 with cram dots enabled I see dots in the right area of the water in the first stage. Wasn't sonic 3 only displaying cram dots in overscan area in mid frame palette changes?
- aberu
- Core Developer
- Posts: 1192
- Joined: Tue Jun 09, 2020 8:34 pm
- Location: Longmont, CO
- Has thanked: 247 times
- Been thanked: 411 times
- Contact:
Re: CRAM color palette dots option
There's still quite a few things to keep people busy in the Genesis core. All roms that had eeprom-based saves listed here --> https://github.com/ekeeke/Genesis-Plus- ... prom_i2c.c - likely are not saving. That's a pretty big task. Only some of them have SRAM hacks. But most of them are mediocre games, however NBA Jam and NBA Jam TE aren'tretrorepair wrote: ↑Fri Dec 18, 2020 10:49 pmThat's what I get for building a source I've been messing with, works now
I think if the TMSS BIOS was an option this would be the most accurate megadrive reproduction around!
Also there was a discovery by Artemio Urbina that the timing is off in multiple instances, so the bus arbiter is being rewritten now.
There's also little things here and there which keep coming up, edge cases, like homebrew and some prototypes not behaving the same as original hardware.
As far as to the end user though, everything is super super accurate, which I love, I use the Genesis core the most.
birdybro~
-
- Core Developer
- Posts: 216
- Joined: Sun May 24, 2020 8:48 pm
- Has thanked: 49 times
- Been thanked: 285 times
Re: CRAM color palette dots option
The palette writes in Sonic 3 in that water are happening at the wrong place. It indicates a timing issue with the core.Lisko wrote: ↑Fri Jan 15, 2021 10:56 pm This is a very appreciated option. I don't have a mega drive anymore for comparison but I think that mister displays more dots than the mega drive, isn't it? For example in sonic 3 with cram dots enabled I see dots in the right area of the water in the first stage. Wasn't sonic 3 only displaying cram dots in overscan area in mid frame palette changes?
Re: CRAM color palette dots option
Now that we have had CRAM option for the Genesis core for some time, shouldn't it be eventually ported to the MegaCD core as well? Or did the Sega Mega CD somehow alter the video generation for the entire system, eliminating CRAM dots on the combined unit?
-
- Posts: 257
- Joined: Sun May 24, 2020 9:06 pm
- Has thanked: 64 times
- Been thanked: 13 times
Re: CRAM color palette dots option
The Mega CD definitely still exhibited this. It does on my MCD2 anyway.
-
- Posts: 19
- Joined: Tue May 26, 2020 2:14 am
- Has thanked: 1 time
- Been thanked: 3 times
Re: CRAM color palette dots option
Cram dots are artifact of Genesis VDP (short answer: interrupts). Sega cd graphics hardware blits to Genesis VDP, not overlaid. Cram dots should be visible in same cases where they show up on Genesis.
Re: CRAM color palette dots option
This is exciting! I was really hoping someone would implement this. I'm kind of nostalgic for the dots, even if they were usually hidden by overscan in most games.
How hard would it be to show the left and right borders too? That's the only obvious visual difference left between the core and original hardware, as far as I know: https://github.com/MiSTer-devel/Genesis ... issues/109
How hard would it be to show the left and right borders too? That's the only obvious visual difference left between the core and original hardware, as far as I know: https://github.com/MiSTer-devel/Genesis ... issues/109