Search found 65 matches

by plee
Thu Mar 10, 2011 4:51 pm
Forum: Demos
Topic: Genesis Star Raiders
Replies: 10
Views: 4872

KanedaFr wrote:wow!
I love the hyperspace! :)

If you jump to hyperspace while some '5' are flying around, they are kept in screen...
It's where I left off, start implementing the objects. The ST version basically drew everything so I was in the process of converting the images to sprites.... :x
by plee
Thu Mar 10, 2011 3:11 pm
Forum: Demos
Topic: Genesis Star Raiders
Replies: 10
Views: 4872

Genesis Star Raiders

http://www.mediafire.com/file/6gw6wwu1o1cj4cr/starraiders.bin Conversion of the Atari ST Star Raiders. Something I haven't touched in awhile, looks good on actual hardware. Since I do direct memory for drawing the stars let me know how it looks on emu's/handhelds... Press A to for the Menu --- Menu ...
by plee
Wed Mar 09, 2011 8:01 pm
Forum: Megadrive/Genesis
Topic: Does any sort of (user) OS or native assembler exist for MD?
Replies: 6
Views: 2831

I test on emu + real HW. If it does not work on HW i'll start deaking with idle loops and debug info displaying. Hmm, do you include debugging code in the ROM or use the debug features of an emu? or both? Are you going to edit your code with... a gamepad ?? Anyway i'm not sure that native assembler...
by plee
Sun Feb 27, 2011 3:46 am
Forum: Megadrive/Genesis
Topic: Trap
Replies: 4
Views: 1802

Re: Trap

hello all, i need to mix a C program with a asm game. From the asm code , i need to call functions of the C program. I was thinking using the Trap opcode. As i don't need to return to the asm program (no RTE) , i'll do a SP+6 in my trap handler. Do i need to do something more ? good or bad idea to ...
by plee
Sat Aug 21, 2010 4:43 am
Forum: Megadrive/Genesis
Topic: i wanna know how to convert bin to asm.
Replies: 8
Views: 3651

I would learn 68000 assembly code before attempting to disassemble a .bin file. If you know basic/c/etc... it will help learning 68000 assembly.
by plee
Mon Jul 19, 2010 3:01 am
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 24754

Mairtrus wrote:check the first post on the Devster forums, guys. I released a new version. Now it should works in real hardware...
Now works on my dev board, good work!
by plee
Fri Jun 25, 2010 2:52 am
Forum: Megadrive/Genesis
Topic: Megadrive handheld, H&B, FusionCore...
Replies: 14
Views: 5914

Of the handhelds, the two that use actual carts are the RetroGen and the GenMobile. The RetroGen has a cheaper case, and no built-in Genesis games (it does have 20 built-in "native" games that all suck). It also has a bigger LCD display. Some people don't like the "disc"-style dpad, but I don't min...
by plee
Thu Oct 22, 2009 1:05 am
Forum: Megadrive/Genesis
Topic: New Games produced by the company who make RetroGen Portable
Replies: 20
Views: 7463

Well, after waiting forever (held in customs they say), it finally showed up. Kinda disappointed with the build of this thing, has a very "toy" like feel. About the size of a genny controller, even thicker because of the cartridge slot. Has a PAL/NTSC switch, ear phone jack and video/audio out jack....
by plee
Tue Sep 22, 2009 8:07 pm
Forum: Tools
Topic: Disassembly
Replies: 12
Views: 6116

Re: Disassembly

I'm interested in the M68000, and i was hoping that i could find a good dissasembler. Can the M68000 do calling through registers (virtual functions in c++) ex: call eax Also is there a debugger with a tracer in it where you can run the game for a while and then exit and it will say all the lines w...
by plee
Sat Sep 12, 2009 3:09 am
Forum: Megadrive/Genesis
Topic: New Games produced by the company who make RetroGen Portable
Replies: 20
Views: 7463

I don't mind the emulation either (this probably avoids any copyright issues) There shouldn't be any copyright or trademark issues anyway, this thing is licensed by SEGA so they naturally have the right to implement the hardware. It was probably just cheaper (and more featureful) to do it this way ...
by plee
Fri Sep 11, 2009 5:47 pm
Forum: Megadrive/Genesis
Topic: New Games produced by the company who make RetroGen Portable
Replies: 20
Views: 7463

I don't mind the emulation either (this probably avoids any copyright issues)... heck they probably don't make a 68000 that slow anymore ;-)

Would be interesting to see if you can dev on the Arm also...
by plee
Tue Sep 08, 2009 2:38 am
Forum: Megadrive/Genesis
Topic: Problems with md.ld linker script
Replies: 8
Views: 3871

Also, use "const" for any arrays that you might have, like tile data etc... GCC will complain about that one too.

const u32 tiledata[] = {
1, 2, 3, 4, 5, 6, 7, 8
}
by plee
Tue Sep 08, 2009 2:29 am
Forum: Megadrive/Genesis
Topic: New Games produced by the company who make RetroGen Portable
Replies: 20
Views: 7463

I've got one of these pre-ordered. They're supposed to ship a little after the middle of Sept. Like all MD "compatibles" made in the last several years, it's really a SoC (System on Chip) that is running an emulator, not a "real" MegaDrive. Same here, I'm also curious to see how the development asp...
by plee
Fri Aug 28, 2009 12:35 am
Forum: Megadrive/Genesis
Topic: newbie's questions
Replies: 35
Views: 9657

You could just modify the original routine by adding a palette parameter for future use. void VDP_setTilePal(u16 plan, u16 tile, u16 x, u16 y, u16 pal) { volatile u32 *plctrl; volatile u16 *pwdata; u32 addr; addr = plan + (2 * (x + (VDP_getPlanWidth() * y))); /* point to vdp port */ plctrl = (u32 *)...
by plee
Thu Aug 13, 2009 2:20 am
Forum: Megadrive/Genesis
Topic: JPG decoding on SMD?
Replies: 13
Views: 4862

One thing to remember is that you'll have to "reduce" the colors of the .jpg which would probably be not worth the effort if your just trying to display a static image. If the Genesis had a true bitmapped graphics mode then it might be worth the effort...