Search found 124 matches

by ammianus
Sat Jan 26, 2013 5:41 pm
Forum: Tools
Topic: Tile compression
Replies: 38
Views: 29014

I ran into this issue while using the sample 32X decoder for lzss provided by sixpack, not sure if it affects anyone else. At the bottom of lzss_decode.s there are some declarations .align 2 text_buf: .long _text_buf N_minus_F: .short 4078 buf_pos_mask: .short 4095 .comm _text_buf,4078,4 After using...
by ammianus
Sat Jan 26, 2013 4:36 pm
Forum: Super 32X
Topic: 32X Audio
Replies: 17
Views: 25744

...but these days I use DMA. In fact, in my XM player example, I use interrupt driven DMA so that I don't have to poll the DMA done flag. I suggest you look at my XM player code: http://gendev.spritesmind.net/forum/viewtopic.php?t=1253 I have taken a look at the xmplayer1.1 src, where in the src ar...
by ammianus
Sat Jan 26, 2013 3:14 pm
Forum: Super 32X
Topic: Interrupt driven DMA PWM audio
Replies: 14
Views: 21626

I had an issue compiling the xmconvert tool under libxmp for MinGW in Windows. I got readfile.c:18 undefined reference to 'rindex' Answer from MinGW-users email archive index, rindex are non-ANSI version of strchr. strrchr respectivley. msvcrt.dll exports only the ANSI names. Change the references t...
by ammianus
Sat Jan 26, 2013 12:50 pm
Forum: Super 32X
Topic: Cannonball on 32X ?
Replies: 10
Views: 13465

I think it's definitely possible, Afterburner and Space Harrier run on almost identical arcade hardware and faithful ports were made for the 32X. Probably some animation sprites were dropped or very large sprites were shrunk down a bit to work in memory constraints. I read somewhere that the 32X ve...
by ammianus
Wed Jan 23, 2013 7:34 pm
Forum: Super 32X
Topic: Cannonball on 32X ?
Replies: 10
Views: 13465

I was wondering about this after learning about CPS-2 architecture. Have you tried directly reading sprite graphics from ROM and copying it to Framebuffer without writing it to RAM? I assume that would be really slow, but I haven't tried that before, it might be one way to save some RAM. The other t...
by ammianus
Wed Jan 23, 2013 6:21 pm
Forum: Super 32X
Topic: Cannonball on 32X ?
Replies: 10
Views: 13465

I wouldn't rule it out per se but some facts from looking at the page and the github source 1) The port is written in C++, to my limited, knowledge 32X may be too slow to handle C++. Sega docs even say only ASM, C supported. 2) The port appears to use libSDL, which itself would need to be ported to ...
by ammianus
Sun Jan 20, 2013 9:57 pm
Forum: Super 32X
Topic: 32X Audio
Replies: 17
Views: 25744

What would an example of a piece of code be to play some sound? In my main loop I am trying to make a sound (any sound) by setting these registers based on my understanding MARS_PWM_CTRL = 5; //0x20004030 MARS_PWM_CYCLE = pwmCycle; //0x20004032 MARS_PWM_LEFT = pwmLeft; // 0x20004034 MARS_PWM_RIGHT =...
by ammianus
Fri Jan 18, 2013 1:33 am
Forum: Blabla
Topic: CPS-2 system specs?
Replies: 5
Views: 16889

That's awesome information, thanks for all that!
by ammianus
Thu Jan 17, 2013 2:43 am
Forum: Blabla
Topic: CPS-2 system specs?
Replies: 5
Views: 16889

CPS-2 system specs?

Does anyone know what are the details of the specs for the CPS-2 arcade game system? I mostly just want to know in comparison to the Sega consoles. From wikipedia they only have some info: http://en.wikipedia.org/wiki/CP_System_II CPU: Primary: Motorola 68000 @ 16 MHz Sound CPU: Z80 @ 8 MHz Sound Ch...
by ammianus
Sat Dec 29, 2012 8:26 pm
Forum: Blabla
Topic: What do people here think of Ouya console?
Replies: 9
Views: 6835

I was surprised of its success since Where I live now is one of the first places I've lived where I could be in public with something worth more than $20 and not get mugged. The biggest market for the iPhone is still the underground market. Whole gangs now rotate around stealing smart phones and ta...
by ammianus
Sat Dec 29, 2012 4:20 pm
Forum: Super 32X
Topic: Debugging 32X program memory issues from linker map file
Replies: 5
Views: 9769

Look in the map file to see the BSS usage. Look at the end of the bss segment, then subtract from the stack - estimated stack usage: that will give you a rough idea of how much memory is left to be malloc'd. For example, if __bss_end is something like 0x06020000, and the stack is at 0x0603FF00 and ...
by ammianus
Sat Dec 29, 2012 12:46 pm
Forum: Blabla
Topic: What do people here think of Ouya console?
Replies: 9
Views: 6835

I bought in while it was on kickstarter. At the very least, it'll make a cheap test platform for Android development. I think there is something to be said for the experience of playing a game with a big television screen using a game pad, at least for certain kind of games. I've never really liked...
by ammianus
Fri Dec 28, 2012 10:01 pm
Forum: Blabla
Topic: What do people here think of Ouya console?
Replies: 9
Views: 6835

What do people here think of Ouya console?

I just heard about this, Ouya, a kickstarter project to launch a small android OS based console game system that will supposedly be more "open" than other current console systems. http://www.slashgear.com/ouya-details-special-translucent-dev-consoles-as-sdk-thrown-open-28262375/ Here are the tech sp...
by ammianus
Thu Dec 27, 2012 10:19 pm
Forum: Super 32X
Topic: Debugging 32X program memory issues from linker map file
Replies: 5
Views: 9769

Maybe an alignment issue... or maybe you have overlapping variables somewhere. It's probably one line that you keep overlooking - we read the code the way we WANTED to write it, not the way we ACTUALLY wrote it. Try making the array MUCH bigger instead of one byte bigger. Try moving the array to so...
by ammianus
Thu Dec 27, 2012 3:22 pm
Forum: Super 32X
Topic: Debugging 32X program memory issues from linker map file
Replies: 5
Views: 9769

Debugging 32X program memory issues from linker map file

It seems like I get one thing working and I run into my next frustrating issue. I added a new global shared variable into my game. It's an array meant to store some graphics for display. This is exactly how I store some of the backgrounds and other images in my game. Basically I initialize the array...