Search found 50 matches

by ehaliewicz
Wed Oct 29, 2014 3:33 pm
Forum: Super 32X
Topic: Super VDP
Replies: 167
Views: 201587

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...
by ehaliewicz
Tue Oct 28, 2014 3:50 pm
Forum: Super 32X
Topic: Super VDP
Replies: 167
Views: 201587

So, did anyone figure out how to get this working on HW?

I'm thinking about doing some tile-heavy 32X work and it would be amazing if I could get graphics anywhere near this :)
by ehaliewicz
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...
by ehaliewicz
Sun Jun 22, 2014 7:15 am
Forum: Megadrive/Genesis
Topic: Has anyone made an OS for the console?
Replies: 21
Views: 13448

Interesting idea. I've thought of doing this myself but haven't gotten around to it proper, though you could see the Forth I wrote as a simple operating system.

I could write a proper editor in it, and it almost has cooperative multitasking. 8)
by ehaliewicz
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...
by ehaliewicz
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...
by ehaliewicz
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/...
by ehaliewicz
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 ...
by ehaliewicz
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.

Image

Basically, the line

Code: Select all

movea.l #$00FF0D1E, A6
isn't updating the A6 register.
by ehaliewicz
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...
by ehaliewicz
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...
by ehaliewicz
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...
by ehaliewicz
Fri Jan 03, 2014 1:02 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167562

Is there anything in particular that prevents sgdk from working properly on Linux or OSX if I swap out the gcc/ld binaries?

I'm guessing some of the tools are windows only, and I might need to tweak the makefiles, but other than that?
by ehaliewicz
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 ...
by ehaliewicz
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...