So,I've done my homework, and indeed, I can write at 0x70!!
Tested on Fusion and real (PAL) hardware.
Unfortunately, it looks like it doesn't work on Gens.
I can write 0x70, the KMod debug window tells me it has been modified,
but when H_INT happens, it looks like it goes to 8802A2 no matter what ...
Search found 468 matches
- Wed Dec 08, 2021 7:38 am
- Forum: Super 32X
- Topic: 32x "security code" reverse engineered
- Replies: 27
- Views: 73557
- Fri Jun 25, 2021 11:01 pm
- Forum: Super 32X
- Topic: Experimenting with 32x sprite drawing and scaling techniques
- Replies: 1
- Views: 15947
Re: Experimenting with 32x sprite drawing and scaling techniques
These results are just insanely great.Multiple scaled 32x32 sprites ~150 sprites
I’ve been working on 32x 2D for a long time, and what you’ve achieved totally blows my mind!
Congratulations to you.
- Fri Jun 04, 2021 11:45 am
- Forum: Megadrive/Genesis
- Topic: Releasing on Steam (and similar platforms)
- Replies: 10
- Views: 25723
Re: Releasing on Steam (and similar platforms)
By the way, regarding editors, you definitely should get in touch with segatim
The guy just issued two brand-new games in cartridges. See the demo subforum here viewforum.php?f=8
The guy just issued two brand-new games in cartridges. See the demo subforum here viewforum.php?f=8
- Fri Jun 04, 2021 11:42 am
- Forum: Demos
- Topic: Release "Space flies attack" for Sega Genesis / MD
- Replies: 11
- Views: 27858
Re: InDev Space flies attack for Sega Genesis / MD
Wow that’s two brand-new games in less than one week? What a great time to follow Sega Genesis scene.
Congratulations to you!!
Congratulations to you!!
- Thu Jun 03, 2021 8:25 pm
- Forum: Demos
- Topic: Release Mega Marble World 2 for Sega MD / Genesis
- Replies: 13
- Views: 37711
Re: WIP Mega Marble World 2 for Sega MD / Genesis
Great achievement. Congratulations!!
- Thu Jun 03, 2021 1:15 pm
- Forum: Megadrive/Genesis
- Topic: Releasing on Steam (and similar platforms)
- Replies: 10
- Views: 25723
Re: Releasing on Steam (and similar platforms)
That one hurt because it's true and it applies so much to me :lol:
Didn't mean to hurt you.
We're hobbyist. It's very easy to start a game, a bit less to get a proof-of-concept (that's usually my stop), very hard to get a game almost finished, and insanely hard to have an actual game.
Hence the ...
- Thu Jun 03, 2021 12:31 pm
- Forum: Megadrive/Genesis
- Topic: Releasing on Steam (and similar platforms)
- Replies: 10
- Views: 25723
Re: Releasing on Steam (and similar platforms)
It's a great question.
Steam may be a solution.
Moreover, there have been a bunch a new - great - games that have been published quite recently. I would suggest you to get in touch with their editors. I bet they would happily ship another good game.
But, if you ask me, it's a great question that ...
Steam may be a solution.
Moreover, there have been a bunch a new - great - games that have been published quite recently. I would suggest you to get in touch with their editors. I bet they would happily ship another good game.
But, if you ask me, it's a great question that ...
- Sun May 30, 2021 3:53 am
- Forum: Super 32X
- Topic: Exploring Space Harrier and Afterburner 32x
- Replies: 7
- Views: 25106
Re: Exploring Space Harrier and Afterburner 32x
This topic, and everything you have discovered so far, is nothing short of amazing!!!
Congratulations to you!!!
Congratulations to you!!!
- Tue May 25, 2021 2:34 pm
- Forum: Super 32X
- Topic: Private RAM vs SDRAM
- Replies: 0
- Views: 106654
Private RAM vs SDRAM
I've done some testing regarding private RAM (cache used as RAM), and how it compares to cache-through SDRAM.
My code is something like this :
main:
ADD #2,R2 ; R2 = counter
AND R3,R1 ; R3 = Address Mask. M: $3FFFF ; S: $C00007FF. Not needed for 16-bit tests
BRA main
MOV.W @R1+,R0 ; R1 = Read ...
My code is something like this :
main:
ADD #2,R2 ; R2 = counter
AND R3,R1 ; R3 = Address Mask. M: $3FFFF ; S: $C00007FF. Not needed for 16-bit tests
BRA main
MOV.W @R1+,R0 ; R1 = Read ...
- Tue May 25, 2021 12:52 pm
- Forum: Super 32X
- Topic: VDP FILL Function
- Replies: 3
- Views: 13418
Re: VDP FILL Function
done some testing on a real PAL 32X, and FILL is ~36% faster than ASM loops.
Your mileage may vary.
Your mileage may vary.
- Fri May 21, 2021 8:21 pm
- Forum: Super 32X
- Topic: Concurrency penalty
- Replies: 3
- Views: 14098
Re: Concurrency penalty
Glad it helps ^^
- Fri May 21, 2021 8:20 pm
- Forum: Super 32X
- Topic: VDP FILL Function
- Replies: 3
- Views: 13418
Re: VDP FILL Function
That's exactly the stuff I want to try next.
Beforehand, I would say that the FILL is a bit faster than a well optimized loop, but I'll have us the numbers ^^
Beforehand, I would say that the FILL is a bit faster than a well optimized loop, but I'll have us the numbers ^^
- Fri May 21, 2021 6:48 am
- Forum: Super 32X
- Topic: VDP FILL Function
- Replies: 3
- Views: 13418
VDP FILL Function
Hello to you all.
I've been toying around with the VDP FILL function, and especially, trying to trigger it again while already filling.
Here's my code:
MOV.L !AUTOFILL,R4 ; $20004104
MOV #LINE_WIDTH,R0 ; 40 pixels
MOV.W R0,@R4 ; Set Length
MOV.L !FRAME_BUFFER2,R0 ; $24000200+128*FB_WIDTH
SHLR ...
I've been toying around with the VDP FILL function, and especially, trying to trigger it again while already filling.
Here's my code:
MOV.L !AUTOFILL,R4 ; $20004104
MOV #LINE_WIDTH,R0 ; 40 pixels
MOV.W R0,@R4 ; Set Length
MOV.L !FRAME_BUFFER2,R0 ; $24000200+128*FB_WIDTH
SHLR ...
- Wed May 19, 2021 9:07 pm
- Forum: Super 32X
- Topic: Neo Geo 32X
- Replies: 12
- Views: 31047
Re: Neo Geo 32X
It was just something like this :
https://youtu.be/hlLwG3sYFBs
https://youtu.be/hlLwG3sYFBs
- Wed May 19, 2021 8:46 pm
- Forum: Super 32X
- Topic: 32X SCI Use
- Replies: 6
- Views: 22097
Re: 32X SCI Use
All right, by looking into Sega SDK\SEGADTS\32X\DEMO\SOJ_32X, I could achieve something (well, I sent a byte from Master to Slave on real Hardware).
Here's the stuff:
initMaster:
* ...
MOV #$80,R4
MOV #74,R5
MOV #$20,R6 ; TE | SCK is output
BSR initSci
NOP
* ...
with
initSci:
* IN R4 SMR ...
Here's the stuff:
initMaster:
* ...
MOV #$80,R4
MOV #74,R5
MOV #$20,R6 ; TE | SCK is output
BSR initSci
NOP
* ...
with
initSci:
* IN R4 SMR ...