And once again, Snake is The Man! Unless he's not.
Followed his advice and it works fine on everything. Gens, Kega, real hardware... no problemo. So that's one bug squashed for the next release. Thanks Snake!
Search found 2985 matches
- Fri Feb 20, 2009 5:05 am
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
- Thu Feb 19, 2009 10:44 pm
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
That is just weird... according to the SEGA info, a read cycle is supposed to be: 1 - make sure TH is high (0x40) 2 - read the data 3 - set TH low 4 - read the data 5 - make sure TH is high When reading a six button controller, you can move #5 to the end of the last read cycle. Six button controller...
- Thu Feb 19, 2009 9:47 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1182787
I made a makefile for the functions, and made a library out of it. That makes it much easier to handle. CC = $(GENDEV)/m68k/bin/gcc AR = $(GENDEV)/m68k/bin/ar RANLIB = $(GENDEV)/m68k/bin/ranlib RM = rm -f OBJC = $(GENDEV)/m68k/bin/objcopy ASMZ80 = $(GENDEV)/bin/zasm BINTOC = $(GENDEV)/bin/bin2c #OPT...
- Thu Feb 19, 2009 9:37 pm
- Forum: Tools
- Topic: Linker script problem
- Replies: 7
- Views: 6047
the cache is small enough you should really only be copying assembly to it That's what I'm doing. It's for my GB emulator. I know how to copy the stuff anyway, I just think it'd be much more convenient to have a special section dedicated to it, especially when there are thousands of lines of code d...
- Thu Feb 19, 2009 1:41 am
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
I'm sure, good direct port of original code to SMD isn't possible, it probably require completely new engine to achieve good results. Like what they did on a stock SNES (the wolf3D port). Exactly. There are times when "ports" are really just entirely new games with (remotely) similar graphics and g...
- Wed Feb 18, 2009 9:29 pm
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
Those are probably from something like the Apple version. They're certainly not part of the original file set. The digital sound effects are in the vswap file. The synth sound effects and music are in the audiot file. There is no midi in either one. That's why most open source conversions of Wolf3D ...
- Wed Feb 18, 2009 9:20 pm
- Forum: Tools
- Topic: Linker script problem
- Replies: 7
- Views: 6047
Here's my linker script for the 32X: OUTPUT_ARCH(sh) SEARCH_DIR(.) /* * Setup the memory map of the SEGA 32X. * stack grows down from high memory. * * The memory map look like this: * +--------------------+ <- low memory * | .text | * | _etext | * | ctor list | the ctor and dtor lists are for * | dt...
- Wed Feb 18, 2009 12:37 pm
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
Always greet to see new software for old systems, though I'd like to see version of this game for SMD, not 32X (it has Doom already). About the music: Well, I'm going to try the "standard" fmopl emulation code and see if the slave SH2 can handle it. This game uses MIDI files. Isn't simple YM2612 MI...
- Wed Feb 18, 2009 9:36 am
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
this is really impressive job :shock: about 6 button support, do you use the same routine as in official games ? I think there need to be a delay between TH transitions, Gens (and most emulators) immediately swap the returned button values as soon as TH state is changed. Also, in Gens, the TH cycle...
- Tue Feb 17, 2009 9:40 pm
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
- Tue Feb 17, 2009 11:40 am
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
- Tue Feb 17, 2009 8:25 am
- Forum: Super 32X
- Topic: 68k Interrupts
- Replies: 7
- Views: 7628
- Tue Feb 17, 2009 4:16 am
- Forum: Demos
- Topic: Wolf32X - finally in beta!
- Replies: 40
- Views: 34243
Wolf32X - finally in beta!
Okay, after a LOT of work, here's beta 1 of Wolf32X. I completely reworked the "file" handling so that everything is in ROM, with no memory allocated other than static arrays used for things that change. No more memory corruption! This also slimmed things down a bit - Wolf32X now has 19 M Power!! Th...
- Mon Feb 16, 2009 10:25 pm
- Forum: Super 32X
- Topic: 68k Interrupts
- Replies: 7
- Views: 7628
What Snake said. The vblank works fine in my 32X code. Here's the snippets: | At this point (0x800), the Work RAM is clear, the VDP initialized, the | VRAM/VSRAM/CRAM cleared, the Z80 initialized, the 32X initialized, | both 32X framebuffers cleared, the 32X palette cleared, the SH2s | checked for a...
- Sun Feb 15, 2009 10:16 pm
- Forum: Tools
- Topic: gens KMod SH2 weirdness
- Replies: 3
- Views: 4053
Re: gens KMod SH2 weirdness
I also realized that I have a lot of mov.l some_label,rn in places where I have no idea if the instruction is aligned on a 4-byte boundary. Again, gens KMod didn't seem to care, but Fusion does. It's not the instruction that needs to be aligned, but the data at the label "some_lable" that needs to ...