#38910 - mariods - Fri Apr 01, 2005 11:05 pm
Could sega games be emulated on the gba in any way???
#49929 - MegaRed - Wed Aug 03, 2005 6:59 pm
Forgive my bumping up of an old thread, but while DrSMS is a fantastic program (that I use quite often), is there any program set up to play Genesis games on the GBA?
Or hell, has anyone been able to port Sonic 1, 2 or 3K to GBA format?
#49932 - tepples - Wed Aug 03, 2005 8:05 pm
Sonic Advance 1-3 have different maps but mostly the same gameplay.
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#49936 - Dwedit - Wed Aug 03, 2005 8:22 pm
The Genesis is 3 times as powerful as the SNES. The GBA can barely emulate the SNES.
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#54448 - dmgice - Mon Sep 19, 2005 4:25 pm
Genesis Specs
CPU:
Motorola 68000 running at 7.61 MHz
1 MByte (8 Mbit) ROM Area
64 KByte RAM Area
Co-Processor: Z-80 running at 4 MHz (not included in Genesis 2 or 3 models)
Controls PSG (Programmable Sound Generator) & FM Chips
8 KBytes of dedicated Sound RAM
Graphics:
64 Simultaneous colors from a 512 color pallette
Pixel resolution: 320 x 224
VDP (Video Display Processor)
Dedicated video display processor
Controls playfield and sprites
64 KBytes of dedicated VRAM (Video RAM)
64 x 9-bits of CRAM (Color RAM)
3 Planes: 2 scrolling playfields, 1 sprite plane
Sound:
PSG (TI 76489 chip)
FM Chip (Yamaha YM 2612)
6-Channel Stereo
8 KBytes RAM
Signal/Noise Ratio: 14dB
SNES Specs
CPU 16-bit
Central Processing Unit (CPU)--65C816
Work RAM for CPU--128KB
Clock Speed-- 3.58 MHz
PPU 16-bit Picture Processing Unit
Video RAM for PPU (PPU)--64KB Max.
Colors Per Screen--256
Total Colors Available--32,768
Max. Screen Resolution--512 x 448 pixels
Max. Sprites Per Screen--128
Max. Sprites Per Line--32
Max. Sprite Size--64 x 64 pixels
Minimum Sprite Size--8 x 8 pixels
Scrolling--Horizontal, Vertical, Diagonal
APU 16-bit Audio Processing Unit (APU)
16-bit Pulse Code Modulator (PCM)--digital data converter
Sound channels--8
Audio Out Impedance Level--4 ohms
Those are from Overclock.org
Game Boy Advance Specs.
CPU
ARM Mode ARM7TDMI 32bit RISC CPU, 16.78MHz, 32bit opcodes
THUMB Mode ARM7TDMI 32bit RISC CPU, 16.78MHz, 16bit opcodes
Internal Memory
BIOS ROM 16 KBytes
Work RAM 288 KBytes (32K in-chip + 256K on-board)
VRAM 96 KBytes
OAM 1 KByte (128 OBJs 3x16bit, 32 OBJ-Rotation/Scalings 4x16bit)
Palette RAM 1 KByte (256 BG colors, 256 OBJ colors)
Video
Display 240x160 pixels (2.9 inch TFT color LCD display)
BG layers 4 background layers
BG types Tile/map based, or Bitmap based
BG colors 256 colors, or 16 colors/16 palettes, or 32,768 colors
OBJ colors 256 colors, or 16 colors/16 palettes
Effects Rotation/Scaling, alpha blending, fade-in/out, mosaic, window
OBJ size 12 types (in range 8x8 up to 64x64 dots)
OBJs/Screen max. 128 OBJs of any size (up to 64x64 dots each)
OBJs/Line max. 128 OBJs of 8x8 dots size (under best circumstances)
Priorities OBJ/OBJ: 0-127, OBJ/BG: 0-3, BG/BG: 0-3
Effects Rotation/Scaling, alpha blending, fade-in/out, mosaic, window
Sound
Analogue 4 channel CGB compatible
Digital 2 DMA sound channels
The GBA specs are from GBA Tek. Anyhow, I was looking at those and then I noticed something interesting.
In the specifications about the Genesis it has this bit: "Co-Processor: Z-80 running at 4 MHz (not included in Genesis 2 or 3 models)"
So, why would you have to emulate the Z80 which is only used for Master System compatability at the same time as the main Genesis chip? Especially since the Z80 was REMOVED from the Genesis 2 and Genesis 3. All of which, can play the more important games on the Genesis. Those being Streets of Rage, Sonic the Hedgehog, etc. I own a Genesis 3 model, and aside from one racing game which had a weird cartridge shape, the Genesis 3 plays everything. So, no. The Z80 is NOT in use, especially when it ISN'T there.
The GBA and GBA SP screens are GBR. The Micro and the Nintendo DS Top screen are RGB. So, the GBA can use it's full range of 32,768 colors. Just, it won't look good on the antique GBA, or GBA SP.
A trip to a Game Faqs.com documnet on the Genesis stated that the Z80 was used for sound only. Which is weird and I have not run into any audio glitches between the Genesis 1, and Genesis 3. What's odd, is that it stated that some Genesis games, like the Genesis version of Phantasy Star, ran exclusively on the Z80 and not on the 68,000.
Also, isn't the Motorola 68000 just a slightly modified version of the same chip used in the Atari ST. Commodore Amiga, and the Apple Lisa?
Also, I said the GBA could emulate the Genesis. I never said well. :-P
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#54455 - Miked0801 - Mon Sep 19, 2005 5:24 pm
When you said that the GBA could emulate the Genesis, it was implied that it would be a 100% emulation at full speed. The GBA does not have the cpu power needed to pull that off period. Hell, the GBA barely has the horsepower to pull off emulating an Intellevision console (and not near enough butons :)
You really don't get just how much is involved in pulling off emulation do you? Needless to say, it's one of the most complex and time consuming tasks a programmer could ever attempt. No thanks...
#54563 - FluBBa - Tue Sep 20, 2005 12:58 pm
For what it's worth...
The Z80 in the Genesis was not removed from the later versions as a lot of games used it to play music and some even rely on it to work at all.
My Z80 cpu core for SMSAdvance uses up allmost all of IWRAM, the M68k is even more advanced which means you'd probably have to run it from ROM as most of the EWRAM will be needed as RAM for the Genesis, not a pretty sight if you ask me.
The Genesis version of Phantasy Star is the exact same game as the SMS version just in a different cartridge, it runs in the SMS compatibility mode (on the Z80).
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