Search found 82 matches
- Thu Jan 21, 2016 11:50 am
- Forum: Exodus
- Topic: Exodus 2.0.1 crash (has stopped working)
- Replies: 9
- Views: 15257
Exodus 2.0.1 crash (has stopped working)
So, I've had a computer upgrade recently, and reinstall of Windows. I tried to check how well Exodus would run on my new machine, but instead, it just crashes after I open it (The window for the program and "the system is being constructed" screen appears). Tried to reinstall C++ Runtime and nothing...
- Tue Jan 12, 2016 10:08 pm
- Forum: Megadrive/Genesis
- Topic: Pointer Tables and Jump Tables By Example
- Replies: 12
- Views: 9932
Re: Pointer Tables and Jump Tables By Example
Looking back at it, it indeed was a misinterpretation of the logic on my end. Sorry for the confusion
- Tue Jan 12, 2016 9:52 am
- Forum: Megadrive/Genesis
- Topic: Pointer Tables and Jump Tables By Example
- Replies: 12
- Views: 9932
Re: Pointer Tables and Jump Tables By Example
ok then, I'll tell you exactly why. First and foremost , there is no ' bsr (a0) ' in Motorola 68000. I am unsure of later models having it, but I highly doubt, just because 'jsr (a0)' already exists and is good enough way to do so. Second , ' move.l table_1(a0), a0 ' is terrible way to do anything. ...
- Tue Jan 12, 2016 7:35 am
- Forum: Megadrive/Genesis
- Topic: Pointer Tables and Jump Tables By Example
- Replies: 12
- Views: 9932
Re: Pointer Tables and Jump Tables By Example
if we are strictly on Motorola 68000, the example ehaliewicz gives is wholly useless, and even if you could use said instructions in practice, it still would lead to poor implementation. Instead, here is a 100% real world application of a jumptable, used by me in a program; moveq #0,d0 move.b CrashI...
- Wed Jan 06, 2016 11:35 am
- Forum: Megadrive/Genesis
- Topic: Are there any good/elaborate ASM tutorials around?
- Replies: 11
- Views: 9693
Re: Are there any good/elaborate ASM tutorials around?
here is also very basic tutorial for absolute newbies: http://mrjester.hapisan.com/04_MC68/
- Wed Dec 23, 2015 5:35 am
- Forum: Megadrive/Genesis
- Topic: Question on SRAM
- Replies: 14
- Views: 12129
Re: Queston on SRAM
I can tell just looking at it, the SRAM header is wrong. But fear not, as for most emulators this does not matter. This is also why the Fusion .srm file is usually only so large as you have written to it, rather than the intended size. There is no way to force this, other than to fill it completely....
- Sun Dec 20, 2015 3:09 pm
- Forum: Megadrive/Genesis
- Topic: VDP's strange internal unknown laws.
- Replies: 11
- Views: 7670
Re: VDP's strange internal unknown laws.
Could you explain a little more or perhaps show an example; anything you told and asked make no sense without proper context
- Thu Dec 03, 2015 9:09 pm
- Forum: Megadrive/Genesis
- Topic: Noob questions: is the ROM header actually required?
- Replies: 14
- Views: 9453
Re: Noob questions: is the ROM header actually required?
Sonic & Knuckles (and possibly Sonic 3, havent checked) have the first longword (stack address) set to 0. Later in the code it is corrected the be the actual stack address in RAM. And a hack I've made has text instead of the stack address. So yes, first longword is also not needed, because you can u...
- Thu Dec 03, 2015 2:39 am
- Forum: Megadrive/Genesis
- Topic: Noob questions: is the ROM header actually required?
- Replies: 14
- Views: 9453
Re: Noob questions: is the ROM header actually required?
most developers are sensible enough to have the games able to run on NTSC and PAL systems as is, even if they have region locking (Sonic 3 and Sonic & Knuckles for example are like this), however some specific games or game companies may have had different policies regarding to this and having separ...
- Wed Dec 02, 2015 1:59 pm
- Forum: Megadrive/Genesis
- Topic: Noob questions: is the ROM header actually required?
- Replies: 14
- Views: 9453
Re: Noob questions: is the ROM header actually required?
I have 3 Mega Drives. 2x EU Sega Mega Drive Model 1, and 1x US Sega Genesis model 1. I also have EU Sonic the Hedgehog, US Sonic the Hedgehog, EU Sonic the Hedgehog 2, JP Sonic the Hedgehog 2, and eu Sonic the Hedgehog 3. Now, I can play all the Sonic 1 and 2 carts on any Mega Drive I own (except th...
- Mon Nov 30, 2015 8:24 pm
- Forum: Megadrive/Genesis
- Topic: Noob questions: is the ROM header actually required?
- Replies: 14
- Views: 9453
Re: Noob questions: is the ROM header actually required?
I thought maybe at least the country codes at $1F0 ("J" for Japan, "U" for USA, etc.) might be needed by the hardware for region locking games, but it looks like that's not the case? Region locking is always software implementation. Such as the Sonic 3 and Sonic & Knuckles carts (I believe), check ...
- Mon Nov 30, 2015 5:14 pm
- Forum: Megadrive/Genesis
- Topic: Hello...
- Replies: 16
- Views: 11626
Re: Hello...
as far as emulators are concerned, my suggestion is to use Exodus if your PC is powerful enough, and if not, then Regen. Never test with Fusion or Gens as they are horribly inaccurate. Flashcart however, even if not 100% accurate is easily the best place to test on. As far as assemblers, I suggest u...
- Fri Nov 27, 2015 1:22 pm
- Forum: Megadrive/Genesis
- Topic: Noob questions: is the ROM header actually required?
- Replies: 14
- Views: 9453
Re: Noob questions: is the ROM header actually required?
only the pointer to start of code, and SEGA at $100 are required. Everything else depends on your needs. For example if you need V-int and H-int you will need their specific pointers, or if you want to be emulator friendly you probably would have the SRAM and ROM pointers as well, but by no means ar...
- Thu Nov 19, 2015 10:16 pm
- Forum: Tools
- Topic: New Mega Drive/Genesis compiler in the works!
- Replies: 8
- Views: 9587
Re: New Mega Drive/Genesis compiler in the works!
I hope when you release this, the asm output will be clean and reasonable. BEX, I believe, had a constant issue with nonsensical asm output, with code that was redundant, terrible and utterly unoptimized, or plain insane use of opcodes (such as addi.l #0,d0 as opposed to tst.l d0, or sub.l d0,d0 as ...
- Thu Nov 19, 2015 12:52 pm
- Forum: Megadrive/Genesis
- Topic: Artifacts of the direct color DMA
- Replies: 4
- Views: 4402
Re: Artifacts of the direct color DMA
ah sorry, misunderstood the post. In that case I dont know anything that'd help, and I doubt there is anything that would.