Does anyone know if Charles McDonalds made a document for the 32X and Sega CD like he did for the Genesis? If not then can someone please point me to something close to it? Any assistance in this matter would be greatly appreciated.
Sincerely,
SegaDev
Search found 19 matches
- Thu Sep 24, 2015 12:48 am
- Forum: Megadrive/Genesis
- Topic: Charles McDonald's 32X and Sega CD Documents
- Replies: 2
- Views: 4141
- Sat Sep 19, 2015 10:29 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
Re: Sprite Isn't Showing Up
A solution for a fixed digit score counter was mentioned over at AssemberGames:
Store a string of '0' chars in RAM ("00000000"), and increment the bottom byte for each point awarded, then iterate each digit checking for overflow (clamp to 9 and add 1 to the next char, etc).
Obviously it's very ...
Store a string of '0' chars in RAM ("00000000"), and increment the bottom byte for each point awarded, then iterate each digit checking for overflow (clamp to 9 and add 1 to the next char, etc).
Obviously it's very ...
- Wed Sep 16, 2015 3:38 am
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
Re: Sprite Isn't Showing Up
Tested and working:
sub.l #0x8, sp ; Alloc string space on stack
move.l sp, a0 ; String to a0
move.w #0xAB12, d0 ; Integer to d0
jsr ItoA_Hex_w ; Integer to ASCII (hex word)
move.l sp, a0 ; String to a0
move.l #PixelFontTileID, d0 ; Font to d0
move.l #0x0808, d1 ; Position to d1
move ...
sub.l #0x8, sp ; Alloc string space on stack
move.l sp, a0 ; String to a0
move.w #0xAB12, d0 ; Integer to d0
jsr ItoA_Hex_w ; Integer to ASCII (hex word)
move.l sp, a0 ; String to a0
move.l #PixelFontTileID, d0 ; Font to d0
move.l #0x0808, d1 ; Position to d1
move ...
- Mon Sep 14, 2015 5:47 pm
- Forum: Controls
- Topic: Mega Mouse Usage
- Replies: 23
- Views: 74021
Mega Mouse Usage
Hi,
I was wondering if anyone knew how the mega mouse worked and if anyone could provide source code to get the muse working, preferably something we can add to the framework would be greatly appreciated.
Sincerely,
SegaDev
I was wondering if anyone knew how the mega mouse worked and if anyone could provide source code to get the muse working, preferably something we can add to the framework would be greatly appreciated.
Sincerely,
SegaDev
- Fri Sep 04, 2015 10:45 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
Re: Sprite Isn't Showing Up
Your labels need colons: after them :)
Wrong, it's determined by whether there's whitespace before the text or not. The colon is actually optional.
Awesome, didn't know that!
...
I'm not sure then, it looks fine from what I can see. Send full source?
Sure here the link to the latest version ...
Wrong, it's determined by whether there's whitespace before the text or not. The colon is actually optional.
Awesome, didn't know that!
...
I'm not sure then, it looks fine from what I can see. Send full source?
Sure here the link to the latest version ...
- Wed Sep 02, 2015 10:51 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
Re: Sprite Isn't Showing Up
Your labels need colons: after them :)
Nope that didn't work either:
C:\segadev\src> build
C:\segadev\src>del rom.bin
C:\segadev\src>asm68k.exe /p source.asm,rom.bin
SN 68k version 2.53
C:\SEGADEV\SRC\FRAMEWORK\UTILITY.ASM(26) : Error : Symbol 'asciialphaoffset' not defined
C:\SEGADEV\SRC ...
Nope that didn't work either:
C:\segadev\src> build
C:\segadev\src>del rom.bin
C:\segadev\src>asm68k.exe /p source.asm,rom.bin
SN 68k version 2.53
C:\SEGADEV\SRC\FRAMEWORK\UTILITY.ASM(26) : Error : Symbol 'asciialphaoffset' not defined
C:\SEGADEV\SRC ...
- Tue Sep 01, 2015 10:52 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
Re: Sprite Isn't Showing Up
Here's the hex word version:
ItoA_Hex_w:
; Converts a word to hex ASCII
; a0 --- In/Out: String address
; d0 (w) In: Number to convert
; 4 nybbles + 0x + terminator, working backwards
add.l #0x7, a0
; Zero terminate
move.b #0x0, -(a0)
move.w #0x0, d1 ; Char ptr
move.w #0x3, d2 ; 4 ...
ItoA_Hex_w:
; Converts a word to hex ASCII
; a0 --- In/Out: String address
; d0 (w) In: Number to convert
; 4 nybbles + 0x + terminator, working backwards
add.l #0x7, a0
; Zero terminate
move.b #0x0, -(a0)
move.w #0x0, d1 ; Char ptr
move.w #0x3, d2 ; 4 ...
- Mon Aug 24, 2015 10:36 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
- Wed Aug 19, 2015 11:18 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
- Tue Aug 18, 2015 3:12 am
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
- Sat Aug 15, 2015 6:33 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
- Wed Aug 12, 2015 8:55 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
- Wed Aug 12, 2015 1:14 am
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
- Tue Aug 11, 2015 11:44 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338
- Mon Aug 10, 2015 11:32 pm
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 30338