Search found 3131 matches
- Wed Sep 26, 2007 5:06 pm
- Forum: Blabla
- Topic: Your relations with CPUs in assembly level
- Replies: 7
- Views: 8465
- Sun Sep 23, 2007 2:01 pm
- Forum: Megadrive/Genesis
- Topic: asmx and padding?
- Replies: 17
- Views: 14089
I've been using any size ROMs, and all have worked... my ROMs are power of 2 size only when they're 100% finished (so I would not have to wait the writing of 100KB on nmothing if my code is only 412KB) I use ALIGN $(any value) to get desired size of my ROM image, but I use SNASM68K... Any size of R...
- Sun Sep 23, 2007 9:34 am
- Forum: Megadrive/Genesis
- Topic: asmx and padding?
- Replies: 17
- Views: 14089
My only use for the padding is MAME and MESS. MAME complains if the file isn't the right size (and about the checksum), and MESS refuses to run the Jaguar emulation if the file size isn't correct. Actually, another use is that the assembler should generate an error message if the file exceed the sp...
- Tue Sep 11, 2007 4:47 pm
- Forum: Video Display Processor
- Topic: TV safe area
- Replies: 123
- Views: 96387
- Sat Sep 08, 2007 5:56 pm
- Forum: SGDK
- Topic: help for sprite in stef mini dev kit
- Replies: 5
- Views: 6456
thanks for you help :) . but i use stef mini dev's kit and i think the other code in this page is for Sgcc/Xgcc?. Here's the definitions of sprite stuff in the lib : typedef struct { s16 posx; s16 posy; u16 tile_attr; u8 size; u8 link; } _spritedef; void VDP_resetSprites(); void VDP_setSprite(u16 i...
- Sun Sep 02, 2007 7:14 pm
- Forum: Tools
- Topic: Code::Blocks.
- Replies: 25
- Views: 23790
asm("move.l %1, d0" "move.l %2, d1" "move.l %3, a0" "jsr label" "move.l d0, %0" : (result) /* output */ : (arg1), (arg2), (arg3) /* inputs */ : "d0", "d1", "a0" /* clobber list */ ); Something like that. Haven't tried it myself, but it seems to be the only way you'd be able to call assembly langaug...
- Fri Aug 31, 2007 6:07 pm
- Forum: Tools
- Topic: Code::Blocks.
- Replies: 25
- Views: 23790
Every version of mini dev kit uses the same md.ld file. I was speaking about the ld file you can file on some XGCC for 68k cpu. Anyway i checked them and they are even more buggy... Try to replace the ".data BLOCK (0x4) :" by ".data 0xff0000 :" Well, that doesn't fail, but the programs still don't ...
- Thu Aug 30, 2007 9:54 pm
- Forum: Tools
- Topic: Code::Blocks.
- Replies: 25
- Views: 23790
So it's the md.ld file which is probably not compatible with your GCC version. I modified it compared to the original one, i did some minors tweaks and corrections but maybe they are not correct. What version of GCC are you using ? I guess you need to replace all the binary and the libc file with y...
- Thu Aug 30, 2007 11:52 am
- Forum: Tools
- Topic: Code::Blocks.
- Replies: 25
- Views: 23790
So it's the md.ld file which is probably not compatible with your GCC version. I modified it compared to the original one, i did some minors tweaks and corrections but maybe they are not correct. What version of GCC are you using ? I guess you need to replace all the binary and the libc file with yo...
- Wed Aug 29, 2007 9:23 pm
- Forum: Tools
- Topic: Code::Blocks.
- Replies: 25
- Views: 23790
So close! I get to the very end and get this from the build logs: m68k-elf-ld: address 0x4bc90 of bin/Release/gencube3d section .data is not within region ram I can't find anything on it that seems to match. I spent the last DAY figuring out it wasn't compiler specific. I tried 3.4.0, 3.4.5, 4.1.0,...
- Tue Aug 28, 2007 4:32 pm
- Forum: Sound
- Topic: how can i do music on megadrive?
- Replies: 288
- Views: 552468
I still don't know how to fix the problem but i'm pretty sure it's a sort of "bug" from the real YM2612 with certains settings... well, I owned Flashback when I had my MegaDrive and the incriminated soundtrack (BGM3 in soundtest) never sounded like that. :wink: The fact is that if listening this tr...
- Mon Aug 27, 2007 9:01 pm
- Forum: Hardware
- Topic: Sega Megadrive Portable
- Replies: 49
- Views: 47737
- Mon Aug 27, 2007 8:57 pm
- Forum: Tools
- Topic: Code::Blocks.
- Replies: 25
- Views: 23790
I put a complete tutorial with screens shots on this topic :
http://www.spritesmind.net/_GenDev/foru ... php?p=2718
In fact i just forgot haroldoop already did it :-/
Anyway, maybe it'll be usefull for bastien
http://www.spritesmind.net/_GenDev/foru ... php?p=2718
In fact i just forgot haroldoop already did it :-/
Anyway, maybe it'll be usefull for bastien
- Mon Aug 27, 2007 8:02 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1175433
- Mon Aug 27, 2007 6:48 pm
- Forum: Hardware
- Topic: Sega Megadrive Portable
- Replies: 49
- Views: 47737