Search found 50 matches
You need to either avoid using the 68K->SH2 "DMA" channel, or add error detection to it as it's buggy. Real games that use the 68K->SH2 DMA do retries for when the transfer fails. My own experiments have shown it's really damn buggy. I go with a processor polled exchange of data through the communi...
- Sun Jun 22, 2014 2:37 pm
- Forum: Megadrive/Genesis
- Topic: Has anyone made an OS for the console?
- Replies: 21
- Views: 13448
Almost 10 years passed since I wrote my "monitor". It's simple text-based command processor with small amount of directives. Nothing special, but it supports PS/2 keyboard on 1 joystick port, uses some interrupts and able to work with memory. Able to launch code that manually entered to the RAM. Wr...
- Sun Jun 22, 2014 7:15 am
- Forum: Megadrive/Genesis
- Topic: Has anyone made an OS for the console?
- Replies: 21
- Views: 13448
- Wed Jun 11, 2014 3:09 am
- Forum: Demos
- Topic: Forth interpreter/compiler for Megadrive
- Replies: 4
- Views: 4798
Pretty cool idea, but it would require at least keyboard support to be "not painful" to use. :D True, but I don't have a megadrive keyboard to use :lol: Anyway, the interactive mode, while cool, is probably best used for testing, afterwards you should be able to type in the same code on your pc and...
- Tue Jun 10, 2014 8:21 am
- Forum: Demos
- Topic: Forth interpreter/compiler for Megadrive
- Replies: 4
- Views: 4798
That's pretty cool. I also did some Forth stuff for the Megadrive a long time a ago. But I used cross-compilation rather than interpretation (I had written a Forth compiler that could generate M68k assembly, which I then assembled and linked with the GNU binutils). A cross-compiler is probably more...
- Tue Jun 10, 2014 12:46 am
- Forum: Demos
- Topic: Forth interpreter/compiler for Megadrive
- Replies: 4
- Views: 4798
Forth interpreter/compiler for Megadrive
I've been working on a small forth system for the Megadrive part-time for about a month now, it's very rough around the edges and buggy, but someone suggested that I upload it. It might be fun to mess around with. https://dl.dropboxusercontent.com/u/3581058/mega-forth.gif Source: https://github.com/...
- Tue May 27, 2014 12:29 am
- Forum: Exodus
- Topic: Bug reports?
- Replies: 48
- Views: 73842
That animation is very useful, thanks for recording that. From looking at what you're doing, I think it's actually just a user interface update issue, I think the register is in fact being set correctly. On those debug windows, when you put the cursor into one of the text boxes, updates are frozen ...
- Wed May 21, 2014 4:41 am
- Forum: Exodus
- Topic: Bug reports?
- Replies: 48
- Views: 73842
I found a bug while working on some code.
Basically, the line
isn't updating the A6 register.
Basically, the line
Code: Select all
movea.l #$00FF0D1E, A6
- Mon Jan 06, 2014 4:08 am
- Forum: Demos
- Topic: Game of Life demo
- Replies: 16
- Views: 13215
much better :) but still slow :( Heh, don't worry. I just got a much faster algorithm working on my pc, and your post has inspired me to get it working on the genny. I'm (obviously) not hoping to get this kind of resolution on the genesis, but here's a hint http://www.youtube.com/watch?v=W9EF-Ug0oH...
- Sat Jan 04, 2014 11:42 pm
- Forum: Demos
- Topic: Game of Life demo
- Replies: 16
- Views: 13215
Ok, so I've figured out what the bottleneck was. It's not the memcopy, or even the cell processing, but the drawing. I restructured the program to use DMA to draw the whole screen at once, so that's very quick now. I have to speed up the algorithm (or use a different one) if I want it to be faster n...
- Fri Jan 03, 2014 1:20 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1167562
You will need gcc compiled for 68k development, some other tools and Makefile changes, etc. This is all already done for Linux, including SGDK here: https://code.google.com/p/gendev/ And some forum posts: http://gendev.spritesmind.net/forum/viewtopic.php?t=1248 Oh, awesome, now I don't have to rebo...
- Fri Jan 03, 2014 1:02 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1167562
- Fri Dec 27, 2013 11:23 pm
- Forum: Demos
- Topic: Game of Life demo
- Replies: 16
- Views: 13215
Adding long can be not faster though. I don't really know. Updated previous post, and I'm still thinking that bits->bits lookup is possible. Do you use DMA to write name table into VRAM? I don't know which way is faster. I don't do any DMA except for perhaps when loading tiles on startup.. I don't ...
- Fri Dec 27, 2013 11:07 pm
- Forum: Demos
- Topic: Game of Life demo
- Replies: 16
- Views: 13215
ok then only lookup table will help. Haha, well, my solution already has most of the benefit of the lookup table anyway. A lookup table requires a bunch of reads (and shifts/ands to create the bitmap) to check cells, I only require one read (and a couple of compares) to check a cell, then a bunch o...