Search found 265 matches
- Mon Nov 19, 2012 8:03 am
- Forum: Super 32X
- Topic: Image scaling and/or simple 3D rendering
- Replies: 4
- Views: 9729
- Mon Oct 01, 2012 11:31 am
- Forum: Sound
- Topic: VGM player. Plays samples correctly, Works on real machine.
- Replies: 30
- Views: 47140
- Wed Aug 29, 2012 5:31 am
- Forum: Tools
- Topic: Tile compression
- Replies: 38
- Views: 28696
- Mon Aug 27, 2012 8:27 pm
- Forum: Tools
- Topic: Tile compression
- Replies: 38
- Views: 28696
- Wed Jul 18, 2012 10:29 pm
- Forum: Blabla
- Topic: WIP - VGM player in JavaScript
- Replies: 5
- Views: 6686
- Thu Jul 12, 2012 8:37 pm
- Forum: Blabla
- Topic: Native Echo support in trackers?
- Replies: 18
- Views: 29167
- Tue Jul 10, 2012 2:50 pm
- Forum: SGDK
- Topic: How to use 1800 tiles using sgdk?
- Replies: 3
- Views: 5851
- Mon Jul 02, 2012 7:40 pm
- Forum: Demos
- Topic: I want to try run NES on Sega
- Replies: 16
- Views: 25428
How to improve the play speed? There's probably not much that can be done. Dynamic recompilation (or perhaps even static recompilation, considering that most of these games are fairly small) could perhaps help a bit. Or overclocking of your Genesis. In the end the Genesis just isn't a very fast mac...
- Thu Jun 28, 2012 3:38 pm
- Forum: Super 32X
- Topic: Developing 32x with C?
- Replies: 5
- Views: 8908
See for example this topic
- Thu Jun 28, 2012 11:26 am
- Forum: Blabla
- Topic: Engineering a Video Game Console
- Replies: 9
- Views: 12685
Sounds more like a GP2X or Dingoo. The original XGameStation (Micro Edition) was based around a PIC-like processor from Parallax called the SX. And I think later versions used Propeller processors, but I might be wrong about that since I haven't really followed the development after the Micro Edition.
- Mon Jun 25, 2012 3:36 pm
- Forum: Demos
- Topic: I want to try run NES on Sega
- Replies: 16
- Views: 25428
For pretty much all of your questions the answer is: find out what it is that the original game code is trying to do - how it does it isn't that important - then try to find a way of accomplishing the same result (or something that is close enough) on the Genesis. So it sounds that you still need to...
- Wed Apr 11, 2012 6:05 am
- Forum: Megadrive/Genesis
- Topic: Writing the flash on the NeoMyth cart
- Replies: 3
- Views: 3194
If you look in EnumCry.ini (should be in your GBA menu source tree) there are game flash command strings in there, in the sections named [G_x]. They're encrypted with a really basic encryption scheme (you can find the decrypting function in Neos.cpp). These commands are then used e.g. in CN2Cartridg...
- Tue Apr 10, 2012 6:39 pm
- Forum: Megadrive/Genesis
- Topic: Game runs in emu but not on console
- Replies: 15
- Views: 10303
My Neo2-SD (non-Pro) has one chip from ST. I can't quite make out the part number, but it could be M36DR432A (which would be a 32 Mbit flash + 4 Mbit SRAM chip). Then there are two chips labeled 4050L0YTQ2, which according to google are flash memories made for mobile phones (by Intel?). Dunno what t...
- Tue Apr 10, 2012 9:23 am
- Forum: Megadrive/Genesis
- Topic: Game runs in emu but not on console
- Replies: 15
- Views: 10303
What about madmonkey's open source programmer ?I have no idea what game flash is used on the Neo2-SD and Pro. Is there a "standard" way to ID flash?
- Mon Apr 09, 2012 11:19 am
- Forum: Tools
- Topic: Time to update to gcc 4.6.2
- Replies: 42
- Views: 31607
I can only load tile data and maps from an array if it is const. May you tell me why? The startup code you're using isn't correctly copying initialized data to RAM? For const variables the data will always be in ROM, so that will still work. Btw, anyone got prebuilt 4.6.2 (or later) SH/68K toolchai...