Search found 24 matches

by SoullessSentinel
Sun Mar 18, 2012 2:42 pm
Forum: Super 32X
Topic: 32X ROM Template [ASM]
Replies: 3
Views: 12580

32X ROM Template [ASM]

Basic 32X ROM Template with build tools. [AS Macro Assembler and SNASMSH2] This just starts up the hardware, and places the M68k and both SH2s in an infinite loop. 68k side Bank Switching is configured, and functions for controlling that are present. Macros exist so that AS aborts building, and repo...
by SoullessSentinel
Fri Feb 10, 2012 7:15 pm
Forum: SGDK
Topic: SGDK and C++
Replies: 8
Views: 6776

Do you have a Windows build of your toolchain? Or will I have to compile myself in Cygwin? I wasn't expecting the overhead to be that little ,so, I wouldn't mind giving it a try myself.
by SoullessSentinel
Fri Feb 10, 2012 1:04 pm
Forum: SGDK
Topic: SGDK and C++
Replies: 8
Views: 6776

I haven't checked if the SGDK contains a C++ compiler as well as the C compiler, however, even if it does, I highly recommend using plain C over C++. One of many reasons, being the MegaDrive only contains 64KB RAM for variables (and in C++, objects), and under normal means you only have 4MB of ROM s...
by SoullessSentinel
Tue Mar 15, 2011 5:05 pm
Forum: Mega/SegaCD
Topic: Mega Drive to Mega CD?
Replies: 29
Views: 33091

I have no problem with the code being available there, I just wanted it making clear that it was seperate in licence and author from your main application code. Thanks for this, and I'm happy you found this helpful, I believe it is the first time my code has been used outside of my own work.
by SoullessSentinel
Tue Mar 15, 2011 11:28 am
Forum: Mega/SegaCD
Topic: Mega Drive to Mega CD?
Replies: 29
Views: 33091

Glad you got everything working. In the .asm files from my original Sega CD Project files, could you add a header to state that I was the original auther, mark me down as "Luke Usher/SoullessSentinel", as I see your project is under the GPL, and I would like to be able to use my own code in non-GPL ...
by SoullessSentinel
Fri Mar 11, 2011 6:58 am
Forum: Mega/SegaCD
Topic: Mega Drive to Mega CD?
Replies: 29
Views: 33091

You will want to remove the entire vectors section from your modified Sega.s so that the code simply starts at entry_point. Otherwise it would try to execute that data as code. The vector table is now located at $FFFD00 in RAM, so, directly after the _Entry_Point: line, you would have to write code ...
by SoullessSentinel
Fri Mar 11, 2011 6:24 am
Forum: Mega/SegaCD
Topic: Mega Drive to Mega CD?
Replies: 29
Views: 33091

I forgot you'd need part of Sega.s to boot the C code, Was still thinking partially in asm mode sorry.

It might help us here if you post what your modified sega.s looks like so one of us could see what exactly it is doing?
by SoullessSentinel
Thu Mar 10, 2011 9:43 am
Forum: Mega/SegaCD
Topic: Mega Drive to Mega CD?
Replies: 29
Views: 33091

In order to use Stef's devkit with this, you would first have to recompile the library and remove all unneccessary functions, since on the Sega CD you are limited to 256KB maximum program code loaded in RAM at once, also, the memory map is completely different. Program code is mapped from $200000 to...
by SoullessSentinel
Sun Feb 20, 2011 2:21 am
Forum: Mega/SegaCD
Topic: Mega Drive to Mega CD?
Replies: 29
Views: 33091

This is no easy task, there is very little addressable memory available. It is possible though, you would need to split your game into 256kb modules that can be loaded into RAM from CD when needed, as well as adjust the memory map not to clash with the jump table for the bios. The details of the map...