Search found 2707 matches

by Chilly Willy
Wed Apr 17, 2019 1:19 pm
Forum: Cartridge
Topic: Size limits
Replies: 22
Views: 4028

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 this...
by Chilly Willy
Tue Apr 16, 2019 11:58 pm
Forum: Cartridge
Topic: Size limits
Replies: 22
Views: 4028

Re: Size limits

Jorge is making a few Giga carts sometime this year. I've arranged to get two from him when he does.
by Chilly Willy
Sat Apr 13, 2019 9:37 pm
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 107
Views: 39028

Re: Update your Genesis/32X Toolchain!

Yes, the 32X doesn't have anything like SGDK. My 32X stuff is aimed more at mostly running off the 32X with the MD side just providing controller inputs and access to save ram/rom bank control. If that's fine for the game you want, the example code I provide for the 32X should be enough to get your ...
by Chilly Willy
Sat Apr 13, 2019 9:27 pm
Forum: Blabla
Topic: Where is your very first Megadrive/Genesis now?
Replies: 2
Views: 122

Re: Where is your very first Megadrive/Genesis now?

I bought a Gen2 + CD2 back in 1992. It's sitting on a TV stand not 5 feet away from me. In 1994, I got a 32X for it, and it's all still working fine. I use it for most of my dev checking. The sound isn't as good as a CDX I got later, but it's good enough for testing.
by Chilly Willy
Fri Apr 12, 2019 12:31 pm
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 107
Views: 39028

Re: Update your Genesis/32X Toolchain!

My toolchain isn't designed around other devkits, it's designed around my own examples. I don't know the extent you would have to go to to make it work with something like code blocks, though it should be possible. My toolchain is more low-level and geared towards people who already know what they'r...
by Chilly Willy
Thu Apr 11, 2019 5:54 pm
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 107
Views: 39028

Re: Update your Genesis/32X Toolchain!

There isn't a binary arc of a pre-built version of this toolchain (I don't think there is), so you have to build it yourself. People have done this in Windows using minGW + msys as mentioned here: http://gendev.spritesmind.net/forum/viewtopic.php?p=12858#p12858 Once you have the toolchain built, you...
by Chilly Willy
Tue Apr 09, 2019 11:08 pm
Forum: Exodus
Topic: Active Disassembly - Post Processor
Replies: 14
Views: 374

Re: Active Disassembly - Post Processor

The manual is online here: http://www.pusher.dk/amiga/resource/manual/ It's not exactly a tutorial, but it does show you how to get started, and isn't hard to follow. There's also a python 680x0 disassembler someone is making to replace ReSource found here: https://github.com/rmtew/peasauce Haven't ...
by Chilly Willy
Tue Apr 09, 2019 3:58 pm
Forum: Exodus
Topic: Active Disassembly - Post Processor
Replies: 14
Views: 374

Re: Active Disassembly - Post Processor

Sounds like I should stick with ReSource for MD disassembly. :D

It handles all that rather well. You can't disassemble Z80 in it, but it does 680x0 like a charm. You'd have to make the Z80 parts binary blobs.
by Chilly Willy
Mon Apr 08, 2019 1:05 am
Forum: SGDK
Topic: Dummy question on button handling
Replies: 9
Views: 196

Re: Dummy question on button handling

The more the compiled code can keep commonly used variables in a cpu register, the faster the code will be. Small functions may only use a few registers, so the code that calls that function can leave common variables in registers not touched by the function and hence run faster. In the case of your...
by Chilly Willy
Sun Apr 07, 2019 9:12 pm
Forum: SGDK
Topic: Dummy question on button handling
Replies: 9
Views: 196

Re: Dummy question on button handling

It doesn't use all the registers. Look at the code void VDP_waitVSync() { vu16 *pw; pw = (u16 *) GFX_CTRL_PORT; while (*pw & VDP_VBLANK_FLAG); while (!(*pw & VDP_VBLANK_FLAG)); } That simply isn't going to clobber more than a couple registers. Also note the vu16 - that's a volatile unsigned 16 bit i...
by Chilly Willy
Sun Apr 07, 2019 4:42 pm
Forum: SGDK
Topic: Dummy question on button handling
Replies: 9
Views: 196

Re: Dummy question on button handling

It's because you aren't using volatile on pressed. It is set by the callback, which is changed by an interrupt, so the variable needs to be set as volatile to force the loop to reread the variable from memory each time the while loop occurs. The drawText makes it work because all the registers get c...
by Chilly Willy
Sat Apr 06, 2019 4:48 pm
Forum: Exodus
Topic: Active Disassembly - Post Processor
Replies: 14
Views: 374

Re: Active Disassembly - Post Processor

You don't have to complain about IDA anymore, Ghidra is free, supports the 68k/z80, has a decompiler (that works for said processors) and has been used by NSA for years. Completely missed this. Thanks for pointing it out - I'll have to try it. Regarding vasm, I'm not sure if it's a good choice for ...
by Chilly Willy
Sat Apr 06, 2019 1:52 pm
Forum: Exodus
Topic: Active Disassembly - Post Processor
Replies: 14
Views: 374

Re: Active Disassembly - Post Processor

I use the Amiga program "ReSource" to disassemble MD games. It doesn't handle Z80, but that's rarely an issue. It's VERY easy to deal with 68000 code and data mixed as it is in MD roms. Well, I always thought it was easier than IDA. And cheaper.

http://amiga-dev.wikidot.com/tool:resource
by Chilly Willy
Sat Apr 06, 2019 1:48 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 48
Views: 4106

Re: dealing with matrices (arrays)

Game looks pretty cool. The purple colored skin is a bit odd, but Sega is chock-full of odd characters. :lol:
by Chilly Willy
Thu Apr 04, 2019 8:20 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 30150

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

Sounds like one of those "old MD1" problems. Certain older console revs seem to have issues that were later fixed. I've seen them talked about over on discord.