Search found 484 matches
- Fri Mar 18, 2016 8:26 am
- Forum: Hardware
- Topic: Hardware and Software Developers Needed for Project
- Replies: 15
- Views: 20505
Re: Hardware and Software Developers Needed for Project
Sounds like a nutty idea. Try it out for your own interest but seems unlikely to have mass appeal. You have to ask yourself if this is technical interest or commercial interest? If it is simply out out technical interest then you never need to publish anything and simply try it out. I doubt that you...
- Tue Mar 08, 2016 7:22 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
Yes, that is true, R57Shell, but also people learn a great deal by examining commercial ROMs.
I tend to apply patches using a program that I wrote to keep things clean and easily reproducible.
I tend to apply patches using a program that I wrote to keep things clean and easily reproducible.
- Thu Mar 03, 2016 11:46 am
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
Yes, you often find that many things are a carry over from Unix and indeed C and Unix are so closely tied you simply end up knowing about both as you learn the other. But yes, it is rather unfortunate that they use the name "AS" all the time :) In the Amiga days we used to just say DevPac or SEKA (n...
- Mon Feb 29, 2016 8:37 pm
- Forum: SGDK
- Topic: two dimension char array
- Replies: 13
- Views: 8442
Re: two dimension char array
@MintyTheCat You're making me curious. You say you code in asm, and didn't use sgdk because it took 150kb (out of possible 4mb). Assets obviously take space, but you have many options to increase compression. Care to elaborate about your project? I have a number of Megadrive projects with two being...
- Mon Feb 29, 2016 2:27 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
...GNU GAS has very good documentation going back all the way to the late 1980s and good support too.RetroGames wrote:Ain't THAT the truth.Natsumi wrote:Having poor documentation is almost the same as having no documentation.
- Sun Feb 28, 2016 1:34 pm
- Forum: SGDK
- Topic: two dimension char array
- Replies: 13
- Views: 8442
Re: two dimension char array
I used SGDK way back about three years ago but quickly gave up on it in part due to its size; how much ROM does SGDK occupy now?Stef wrote:I agree, I try to keep the SGDK footprint small enough. The ram is IMO not really a problem, but the ROM is... definitely
- Fri Feb 26, 2016 8:33 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
in case you use OSX, ASM68K may not be suitable option either; It is mainly for MSDOS and early Windows OSes, although it still works (with a bit of tweaking, done by Nemesis long ago) in modern Winodws OSes. VASM could be an option, as its source code is available, and people keep telling me its n...
- Fri Feb 26, 2016 2:52 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
What is S3k disassem?
IDA is a tool but it has to be pushed along and you the developer have the upper hand; IDA can only guess.
IDA is a tool but it has to be pushed along and you the developer have the upper hand; IDA can only guess.
- Fri Feb 26, 2016 1:55 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
Do you mean GNU AS or GAS right? If so this is simply not the case and GAS runs fast, you are able to find the bugs in your code from the Assembler alone and what's more you have the symbols, listing and such available. You may be referring to a multi object file that you turn into an ELF file thou...
- Fri Feb 26, 2016 1:52 pm
- Forum: SGDK
- Topic: two dimension char array
- Replies: 13
- Views: 8442
Re: two dimension char array
Yes, SGDK is actually pretty much a hog resource wise: Stef, please look at a more flexible linking per module approach as used in many embedded systems. I only used SGDK three years ago and I only used the text to string functions so it is a complete waste of limited Work-RAM to put the entire SGD...
- Fri Feb 26, 2016 1:05 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
Well, it cannot be done automatically as you have several types of entries within the ROM, e.g. MD graphics data of various kinds, Z80 code, 68K code and other types of data. IDA does not know initially what the entire ROM comprises of at first - look up for the first and second pass disassembly pr...
- Fri Feb 26, 2016 12:15 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
You need to tell us what a0 is set to but my guess is the VDP's control-port from the code you list here. I have begun to annotate your listing but I would need more contextual information to determine exactly what is going on and time :D See this is where I think I have a conceptual gap that means...
- Fri Feb 26, 2016 11:52 am
- Forum: SGDK
- Topic: two dimension char array
- Replies: 13
- Views: 8442
Re: two dimension char array
Yes, SGDK is actually pretty much a hog resource wise: Stef, please look at a more flexible linking per module approach as used in many embedded systems. I only used SGDK three years ago and I only used the text to string functions so it is a complete waste of limited Work-RAM to put the entire SGD...
- Fri Feb 26, 2016 11:37 am
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
Yes, that is normal, but why the LEAs twice? That makes no sense. Can you show me the Hex for that section of the ROM please? I want to see what the code is directly. But what you care about is the machine state - the Z80 and 68K's registers, the VDP's registers, etc. What you do is you see what is...
- Fri Feb 26, 2016 10:53 am
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35583
Re: Gunstar Heros disassembly?
it's not actually compilable with AS I highly suggest against (for everyone) using AS. Its syntax is not compatible with any other assembler, disassembler, or other tool, it is slow as hell, its 68k and z80 implementations are crap and it accepts nonsensical opcodes and operands. It does not output...