Search found 256 matches

by tomaitheous
Wed Feb 09, 2011 4:46 am
Forum: Mega/SegaCD
Topic: Savestate format and Lunar too
Replies: 5
Views: 3105

Savestate format and Lunar too

I'm working on RE'ing and ripping assets from Lunar CD game. Currently, the only emulator with any sort of debug features I can use is GEN GS. Kmod gens locks up after the initial WD logo. Anyway, I was looking at the save state file and it has the GST tag at the beginning. Anyone have information f...
by tomaitheous
Fri Feb 04, 2011 8:21 am
Forum: Regen
Topic: Regen 0.972 and 0.972D
Replies: 193
Views: 59975

Edit: After trying to setup a breakpoint on FF1A72 and having to hit the "ok" button a good fifteen or so times the address of the PC changed to the correct instruction that was subtracting health as I was taking damage. Can you in a future update make it so it only breaks on actual changes. I dont...
by tomaitheous
Tue Dec 21, 2010 9:38 pm
Forum: Megadrive/Genesis
Topic: 68k assemblers...
Replies: 11
Views: 2954

Yeah, seems to be a bug that DATA argument of SECTION can't be used with it, under 68k (it specifically says it's for defining variables in different includes files and such). One work around is to use the SET directive. It's just like EQU, except you can redefine the value. Like: test1 set $ff0000 ...
by tomaitheous
Tue Dec 21, 2010 8:07 pm
Forum: Megadrive/Genesis
Topic: 68k assemblers...
Replies: 11
Views: 2954

is not a good alternative to me as i'd like to define variables in any files of my code. Yeah, I like that feature as well. I use that in PCEAS with .BSS (user define .RS works too). Is that what SECTION was for in snasm68k? I.e. each 'section' had it's own internal counter for address assigning? A...
by tomaitheous
Mon Dec 20, 2010 4:38 pm
Forum: Megadrive/Genesis
Topic: 68k assemblers...
Replies: 11
Views: 2954

I never used 'section' in snasm68k before. At least, I don't remember using it ;>_>

This is the only thing I've done with ASL so far: http://pastebin.com/7vRGQ7Nm (my ram variable defines are at the end of the file).
by tomaitheous
Sun Nov 21, 2010 8:31 pm
Forum: Megadrive/Genesis
Topic: 68k assemblers...
Replies: 11
Views: 2954

Heh. I guess I don't need to worry about the bugs in ASMX. It almost works, but clips part of the main/initial incbin. The DNS server for my ISP connection can't resolve the IP for ASL, but I got the IP directly (thanks MooZ). I'll try this out. Edit: I think ASL will do the job. Took me a bit to ge...
by tomaitheous
Sun Nov 21, 2010 4:45 pm
Forum: Megadrive/Genesis
Topic: 68k assemblers...
Replies: 11
Views: 2954

Link to ASL seems to be down. Does AS from GCC support what I need though? I see what snasm68k is doing. It's taking the overlapping address conflicting data/code, and just sticking it at the top of the binary (starting at $00000000) and shifting down everything else. Completely useless. Seems I hav...
by tomaitheous
Sun Nov 21, 2010 1:29 am
Forum: Megadrive/Genesis
Topic: 68k assemblers...
Replies: 11
Views: 2954

68k assemblers...

Snasm68k isn't doing what I need it to do. So, I'm looking for some other suggestions for an 68k assembler. Here is the specifics that I'm looking for. I need to redefine code/data over existing address defines. Snasm68k does some really funky stuff, and besides the warnings which I didn't care abou...
by tomaitheous
Fri Jul 30, 2010 8:52 am
Forum: Tools
Topic: Tile compression
Replies: 38
Views: 12721

Ohh. I thought aPLib was based on LZSS scheme. Didn't realize that.
by tomaitheous
Fri Jul 30, 2010 5:35 am
Forum: Tools
Topic: Tile compression
Replies: 38
Views: 12721

What's the sliding window foot print in ram, for decompressing directly to vram?
by tomaitheous
Thu Jul 22, 2010 11:55 pm
Forum: Demos
Topic: Game release, Uwol - Quest For Money
Replies: 36
Views: 23810

Hey Shiru, just saw in Retrogamer magazine at the store, have your port/version reviewed under homebrew. Got a 91% :D
by tomaitheous
Fri Jul 02, 2010 8:18 pm
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 22542

(3) during initialization, it does a lot of VRAM reads followed by VRAM writes, while changing the VDP address manually (using CTRL port) between DATA port access. While it works on emulator, I'm not sure if real hardware can handle that and if it does not require some waits between setting a new V...
by tomaitheous
Thu Jul 01, 2010 10:22 pm
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 22542

Yeah. Some NES games have also been ported to the PCE, but it's a lot more similar to the NES. It's the first project of this kind that I've seen for the Genesis. The cpu core. But the rest is just as different on the PCE as it is on the Genesis, from the NES. At least Genesis has 8x8 tile/sprite c...
by tomaitheous
Fri Jun 25, 2010 8:43 pm
Forum: Mega/SegaCD
Topic: Sega CD technical introduction
Replies: 15
Views: 11022

Thanks again. I'll have to figure out first if I can measure all disk based games in this way. If PCE is the only one that shows up blank I can easily just list it as what system card the game used. Then there's Dreamcast GDs to contend with. I don't like collecting data that doesn't mean anything ...
by tomaitheous
Thu Jun 10, 2010 6:42 pm
Forum: Video Display Processor
Topic: VDP Status Register
Replies: 17
Views: 6176

Wow, this is really surprising. I have tried for a long time to do mid-frame resolution changing and it always throws the display timing off so that the screen is heavily distorted. Wait.. you can change the dot clock during active display, but not during vblank (to get faster DMA clock)? So, does ...