Help for testing on real hardware
Moderator: Stef
Help for testing on real hardware
This is a little project far from finished, but when I wanted to test it on real hardware (with a MegaEverdrive), I wasn't able to control the chars (maybe the game crashed since nothing moved).
Though, it runs flawlessly with Gens.
Could someone try it on real hatdware so I can know if the problem is related to my coding or to my hardware ?
Here's the link : http://s000.tinyupload.com/index.php?fi ... 1459679385
Though, it runs flawlessly with Gens.
Could someone try it on real hatdware so I can know if the problem is related to my coding or to my hardware ?
Here's the link : http://s000.tinyupload.com/index.php?fi ... 1459679385
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Re: Help for testing on real hardware
Everything works for me.
Re: Help for testing on real hardware
Thank you
It's weird, on sega16, the game was reported crashing on a MD2.
Can I ask what's your model ? Also did you use a 3-buttons pad or a 6-buttons one ?
Note : since it's still WIP, there are some KDebugs inside. Could it be the cause ? (though I already used succesfully KDebuggy code on real hw). Fusion says the checksum is incorrect, but I'd be surprised SGDK actually tests checksum ?
It's weird, on sega16, the game was reported crashing on a MD2.
Can I ask what's your model ? Also did you use a 3-buttons pad or a 6-buttons one ?
Note : since it's still WIP, there are some KDebugs inside. Could it be the cause ? (though I already used succesfully KDebuggy code on real hw). Fusion says the checksum is incorrect, but I'd be surprised SGDK actually tests checksum ?
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Re: Help for testing on real hardware
It's a PAL model 1 modded as american NTSC with Everdirve and a 6 button wireless pad
https://twitter.com/MoonWatcherMD/statu ... 0184608768
Edit: Also works in PAL mode
https://twitter.com/MoonWatcherMD/statu ... 0184608768
Edit: Also works in PAL mode
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Re: Help for testing on real hardware
SGDK does not test checksum of course :p
Re: Help for testing on real hardware
Have you got an idea about what could cause a game to run on some MD and not on others ? I'm totally clueless.Stef wrote:SGDK does not test checksum of course :p
Here, ComradeOj tested unsuccessfully the game against a variety of machines. As for me, the game starts but I can't move anything. I'll add a timer of something to see if the game has crasher or if the controller is just not read properly...
Re: Help for testing on real hardware
tryphon wrote: Note : since it's still WIP, there are some KDebugs inside. Could it be the cause ? (though I already used succesfully KDebuggy code on real hw).
KDebug uses a non existing register, like writing to an reserved memory address.
So perhaps some hardware doesn't like it.
I remember I was able to crash Fusion with a call to debug at the right(ie wrong) place
Re: Help for testing on real hardware
I never had problems with running KDebugged code on my MD. I admit I didn't run many codes
Here's a version without KDebugs functions : http://s000.tinyupload.com/index.php?fi ... 4616709608
Then again, I'm interested in reports
Here's a version without KDebugs functions : http://s000.tinyupload.com/index.php?fi ... 4616709608
Then again, I'm interested in reports
Re: Help for testing on real hardware
I found it (at least I think)