Search found 2985 matches

by Chilly Willy
Mon May 12, 2008 1:42 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1159312

Did you recompile the rest of the devpak files with the same compiler as the libgcc came from? They have a tendency to switch certain things at a low level from time to time that breaks compatibility with stuff compiled under earlier versions.
by Chilly Willy
Sun May 11, 2008 10:03 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1159312

Are you SURE you did everything in the setup? Double-check against the main post: http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=2718#2718 You'll notice at the end of step 10: and the libc at the end : $(GENDEV_PATH)/bin/libgcc.a You'd BETTER have libgcc.a! You won't get anything working ...
by Chilly Willy
Sat May 10, 2008 9:21 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1159312

Don't try to use the path to the correct libgcc!! That didn't work for me either. That threw me off for the longest time. Instead, copy the proper libgcc file into the main gendev lib directory. That was the only way to get it to use the correct libgcc (in my case at least).
by Chilly Willy
Sat May 10, 2008 6:32 am
Forum: Megadrive/Genesis
Topic: snasm68k sections and alignment
Replies: 9
Views: 11693

I believe you have to compile it with cygwin or mingw when on Windows. It compiles fine in Ubuntu, but you'd expect that. :)
by Chilly Willy
Sat May 10, 2008 6:26 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1159312

Your problem sounds like the one I had when I first set up gcc for 68000 on my linux box. It would crash when trying the examples in the devkit. My problem was that the gcc toolchain I was using defaulted to using libgcc for the ColdFire 52xx. Once I copied the 68000 libgcc into the libs directory, ...
by Chilly Willy
Thu May 08, 2008 9:02 pm
Forum: Megadrive/Genesis
Topic: snasm68k sections and alignment
Replies: 9
Views: 11693

Pascal wrote:no, my debugger rely on how snasm68k is output the symbol table, not some kind of elf :p
Well, asmx is open source. If someone knows how snasm68k outputs that symbol table, it could be added to asmx.
by Chilly Willy
Tue May 06, 2008 7:12 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 762025

OSX doesn't degrade the OS to make versions, so it's not like Home Premium, it's like Ultimate.
by Chilly Willy
Tue May 06, 2008 9:41 am
Forum: Demos
Topic: Unfinished platform game
Replies: 34
Views: 31493

Yes, that was the most awesome series on FM synth I've ever seen. Thanks!
by Chilly Willy
Tue May 06, 2008 6:59 am
Forum: Super 32X
Topic: 32x initialization by hand
Replies: 11
Views: 10815

The SEGA CD enables the 32X by turning it on, then copying a special header to the 32X framebuffer. It's basically the same as what's in a 32X cart except designed to avoid cart areas which don't exist with CD apps. I suppose you COULD make a SEGA Genesis cart that mimicked this behavior, but then a...
by Chilly Willy
Mon May 05, 2008 10:17 pm
Forum: Super 32X
Topic: 32x initialization by hand
Replies: 11
Views: 10815

The copyright isn't in the method used, but in the code itself, and it isn't public domain, so it still can't be used. What you say may apply for things such as the header where the only infringment is the "SEGA" word and still it doesn't do anything expressive, but not for code that you can run di...
by Chilly Willy
Mon May 05, 2008 8:43 pm
Forum: Super 32X
Topic: 32x initialization by hand
Replies: 11
Views: 10815

It was already decided by precedence in court (against SEGA of all people) that if otherwise copyrighted data is used as a "key" to allow a program to run on hardware, anyone can include that data freely without copyright hassle. In other words, security cannot use copyright law to preempt interoper...
by Chilly Willy
Mon May 05, 2008 8:21 pm
Forum: Demos
Topic: Unfinished platform game
Replies: 34
Views: 31493

Why don't you use a newer gcc? I'm using gcc 4.1 cross-compiler from uClinux for the 68K as my compiler. As long as you remember to use the proper libgcc (the one for the 68000), it works fine with the devkit (I recompiled the devkit files to make sure they were all compiled by the same version of g...
by Chilly Willy
Mon May 05, 2008 8:13 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1159312

The problem is that anything with data, be it code or not, MUST go into the ROM. We're not loading a file off a hard drive, after all. So if variables are initialized with a value to start, they HAVE to go into the rom. But they are variables and should go into the RAM. So you'd need to have a way t...
by Chilly Willy
Fri May 02, 2008 10:14 pm
Forum: Megadrive/Genesis
Topic: Question topic
Replies: 17
Views: 14829

Maybe it varies by who actually made the 32X adapter. I bought mine the moment they came out and it's still going strong without a hint of trouble. True, I don't play it nearly as often as I did back in '95, but it's still going on 13 years old. The only issue I've had with my system is that I somet...
by Chilly Willy
Fri May 02, 2008 7:59 am
Forum: Megadrive/Genesis
Topic: Question topic
Replies: 17
Views: 14829

In theory , all games work even with the MCD and the 32x attached. However, if a specific game doesn't work with them, don't get surprised, that's what I mean. I think the main reason all games (except VR) work with the 32x is because they don't have any oddities. If the MD was like the SNES and al...