Search found 3131 matches

by Stef
Wed Sep 26, 2007 5:06 pm
Forum: Blabla
Topic: Your relations with CPUs in assembly level
Replies: 7
Views: 8441

I replied 68000 because i think it was nicely done and powerful for a 1978's cpu. However i did very few asm for 68k (unlike x86).
by Stef
Sun Sep 23, 2007 2:01 pm
Forum: Megadrive/Genesis
Topic: asmx and padding?
Replies: 17
Views: 14045

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...
by Stef
Sun Sep 23, 2007 9:34 am
Forum: Megadrive/Genesis
Topic: asmx and padding?
Replies: 17
Views: 14045

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...
by Stef
Tue Sep 11, 2007 4:47 pm
Forum: Video Display Processor
Topic: TV safe area
Replies: 123
Views: 96106

TmEE co.(TM) wrote:Image

The picture is blurry, but you can see overscan, and that is a PAL TV in NTSC !!!
neat !
by Stef
Sat Sep 08, 2007 5:56 pm
Forum: SGDK
Topic: help for sprite in stef mini dev kit
Replies: 5
Views: 6433

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...
by Stef
Sun Sep 02, 2007 7:14 pm
Forum: Tools
Topic: Code::Blocks.
Replies: 25
Views: 23746

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...
by Stef
Fri Aug 31, 2007 6:07 pm
Forum: Tools
Topic: Code::Blocks.
Replies: 25
Views: 23746

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 ...
by Stef
Thu Aug 30, 2007 9:54 pm
Forum: Tools
Topic: Code::Blocks.
Replies: 25
Views: 23746

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...
by Stef
Thu Aug 30, 2007 11:52 am
Forum: Tools
Topic: Code::Blocks.
Replies: 25
Views: 23746

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...
by Stef
Wed Aug 29, 2007 9:23 pm
Forum: Tools
Topic: Code::Blocks.
Replies: 25
Views: 23746

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,...
by Stef
Tue Aug 28, 2007 4:32 pm
Forum: Sound
Topic: how can i do music on megadrive?
Replies: 288
Views: 552034

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...
by Stef
Mon Aug 27, 2007 9:01 pm
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47520

Shiru wrote:
Stef wrote:I guess your PDA uses ARM cpu.
Of course. All today's PocketPC devices uses ARM processors.
ohh what a pity ! no more SuperH, dragonball or custom TI chip PDA...
by Stef
Mon Aug 27, 2007 8:57 pm
Forum: Tools
Topic: Code::Blocks.
Replies: 25
Views: 23746

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 :)
by Stef
Mon Aug 27, 2007 8:02 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1166587

Code::Blocks IDE integration moved to the first page :)
by Stef
Mon Aug 27, 2007 6:48 pm
Forum: Hardware
Topic: Sega Megadrive Portable
Replies: 49
Views: 47520

Shiru wrote:
Stef wrote:Just curious, what was the other choice for the 68K core ? asm one O_o ?
Genesis Plus v1.03 had choice between Musashi and Cyclone cores, current version has Cyclone core only.
Ok, that explains... Cyclone is a ARM assembly optimised 68k core.
I guess your PDA uses ARM cpu.