Search found 189 matches

by mix256
Thu May 02, 2019 7:19 am
Forum: Cartridge
Topic: Size limits
Replies: 35
Views: 9381

Re: Size limits

Happen to be disgressing a bit from NeoGeo lately and I did prototype such a Gb card for the megadrive. Wasn't aware of the !time signal back then so this test card is designed to switch banks by writing to the ROM region (0x0-0x3fffff). Was able to barely fit 7 selectable windows in CPLD, so it ca...
by mix256
Fri Apr 19, 2019 5:23 am
Forum: Cartridge
Topic: Size limits
Replies: 35
Views: 9381

Re: Size limits

Wait, it's for that shmup where you were using a map photo for the background? I mean, huh, dunno, but maybe it'd be better for you to use pixelart and reuse tiles as needed. There's no reason why you should be spending that much on a scrolling background unless you go full Silpheed with its preren...
by mix256
Thu Apr 18, 2019 12:49 pm
Forum: Cartridge
Topic: Size limits
Replies: 35
Views: 9381

Re: Size limits

128MB (1Gbit) of flash, and 2MB of save ram, IIRC. It uses the standard SEGA mapper with all 8 bits of the bank registers implemented. It uses level shifters to interface with the 3V parts. And that's it. Just a straightforward BIG flash cart. Jorge has a special box he made to flash carts like thi...
by mix256
Wed Apr 17, 2019 11:44 am
Forum: Cartridge
Topic: Size limits
Replies: 35
Views: 9381

Re: Size limits

Fusion is limited to 6MB, Regen is limited to 5MB, yeah. BlastEm seems like it may support 128MB, though no guarantees on this as nobody has attempted that yet. The header needs to have "SEGA SSF2" instead of "SEGA MEGA DRIVE" to enable this, however (real hardware doesn't care, mind you). You'll p...
by mix256
Tue Apr 16, 2019 3:40 pm
Forum: Cartridge
Topic: Size limits
Replies: 35
Views: 9381

Re: Size limits

Eh, it's just 64Mx16 Flash with the Sega mapper with 8-bit to specify the page numbers (enough to address 128MB). Any implementation that conforms to the Sega mapper interface should do (a CPLD should be good enough to implement the mapper). I'd suggest to commission such a board rather than wait o...
by mix256
Tue Apr 16, 2019 6:54 am
Forum: Cartridge
Topic: Size limits
Replies: 35
Views: 9381

Re: Size limits

And yeah, if I recall correctly there's work to make one that can address up to 128MB (we should call it the GIGA POWER cartridge since it's 1 gigabit :v). I kind of need this, has put myself into a need-loads-of-ROM situation. Who's working on something like this? I don't want to start on my own i...
by mix256
Mon Apr 08, 2019 10:08 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

Oh, that sounds quite interesting :D By the way, dd you were able to fix your issues with the WIP SGDK or you reverted to older 1.34 build ? The WIP SGDK (if it working for you) should provide better performance when dealing with sprites as better ROM usage (you won't see a big gain but still you s...
by mix256
Mon Apr 08, 2019 5:52 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

... Since you will be getting a special build, with a ROM soldered by me to a different PCB, do you want it signed as well? 8) :wink: Speaking of special things. I've been refactoring the engine code (read: totally rewritten the whole god damn thing) for the last couple of weeks, since my next game...
by mix256
Fri Apr 05, 2019 9:55 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

Awesome! I'll send you notaz a version with that flag off. And if you're satisfied with it I'll burn you a special cart. :) It's just the maximum size for 1 sprite cell (meaning sprite size itself is limited to 128x128 and/or 16 internal hard sprites max). But what is this then? Each of the sprite f...
by mix256
Fri Apr 05, 2019 6:17 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

So I was sent a build with HALT_Z80_ON_IO and it corrupts and hangs at the usual corruption spot. I'm really curious what's going on and tried some ROM hacking. I've noticed that to start DMA, SGDK writes to reg23, reg21 and then the control word. Almost everything else writes to r23 as the last re...
by mix256
Thu Apr 04, 2019 6:00 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

Seems like I need to rerun rescomp? But when I do I get lines like these: ending_bad_font_animation0_frame0_vflip_sprite9: dc.b 4 dc.b 0 dc.b 12 dc.b 288 Yeah, that 288 won't fit into a byte. :) Edit: Ah, I see, I get errors regarding this when doing rescomp. Well, it's going to be a loooong night. :)
by mix256
Thu Apr 04, 2019 5:18 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

Ok, so I downloaded the latest SGDK and by god there was a lot of changes. :)
And to top it off, everything has became a complete corrupt mess. Sprites don't seem to work as all, for instance. Going to be a long, long night. :)
by mix256
Thu Apr 04, 2019 8:25 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

Thanks Stef!
HALT_Z80_ON_DMA is already in there, so could the halt on IO fix this? I will try that when I get home and send notaz a test-ROM.
by mix256
Thu Apr 04, 2019 5:13 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

Turns out that the original ROM I sent behaves the same for notaz. So it's not a problem with the ROM being burnt or a cart issue. Anyone have any suggestions here? Would be highly welcome! In the video one can see that the graphics for the spinning sword is corrupt. This can be seen jut before the ...
by mix256
Tue Apr 02, 2019 6:31 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 42533

Re: Tänzer, a "ninja" game (Dev Diary thread)

Thanks for all the info notaz! Sounds like a cart/ROM issue, will send you a new as soon as I can. All the crash bugs in the game were "never" reproducible in any emulator during the development. Which made hunting them down a real pain. I'll get you the binary ROM somehow today, would be awesome if...