A true technical blog would note that this required the VDP to refresh the sprite attribute table mid-frame—something the SNES could not do without lag. This is the subtle distinction that "Technical Sega" lived for.
If you'd like, I can also —for example, explaining how the Sega System 32's "sprite scaling" worked differently from the Super Scaler hardware. Just let me know! Technical Sega.blogspot.com
The blog likely hosted (or linked to) scanned copies of: A true technical blog would note that this
If you were scouring the depths of the internet in the late 2000s for debugging logs, sprite flicker analysis, or the exact clock speeds of the Yamaha YM2612 chip, you might have stumbled upon a hidden gem: . While the URL may now redirect to a ghost town or a parked domain, the spirit of that blog represents a crucial era of digital archiving—where programmers, hobbyists, and electrical engineers dissected Sega’s catalog with surgical precision. Just let me know
move.w #$8F02, (vdp_control).l ; Set DMA length high byte move.l #$94009300, (vdp_control).l ; Set DMA source address move.w #$9780, (vdp_control).l ; Trigger DMA VRAM fill
In this 2,500-word deep dive, we are going to reconstruct what "Technical Sega" stood for. We will explore the architecture of the Sega Genesis/Mega Drive, the infamous "Blast Processing," the Saturn’s dual-CPU nightmare, and the Dreamcast’s Windows CE experiments. Whether you are a ROM hacker, an FPGA developer, or a nostalgic fan, this is the technical bible Sega never printed.