Help for testing on real hardware

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tryphon
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Help for testing on real hardware

Post by tryphon » Mon Apr 04, 2016 9:55 pm

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

Moon-Watcher
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Re: Help for testing on real hardware

Post by Moon-Watcher » Mon Apr 04, 2016 10:36 pm

Everything works for me.

tryphon
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Re: Help for testing on real hardware

Post by tryphon » Tue Apr 05, 2016 5:01 am

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 ?

Moon-Watcher
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Re: Help for testing on real hardware

Post by Moon-Watcher » Tue Apr 05, 2016 11:56 am

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

Stef
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Re: Help for testing on real hardware

Post by Stef » Tue Apr 05, 2016 3:15 pm

SGDK does not test checksum of course :p

tryphon
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Re: Help for testing on real hardware

Post by tryphon » Tue Apr 05, 2016 3:43 pm

Stef wrote:SGDK does not test checksum of course :p
Have you got an idea about what could cause a game to run on some MD and not on others ? I'm totally clueless.

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...

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Re: Help for testing on real hardware

Post by KanedaFr » Tue Apr 05, 2016 8:21 pm

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

tryphon
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Re: Help for testing on real hardware

Post by tryphon » Tue Apr 05, 2016 10:14 pm

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 :)

tryphon
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Re: Help for testing on real hardware

Post by tryphon » Wed Apr 06, 2016 4:29 pm

I found it :mrgreen: (at least I think)

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Re: Help for testing on real hardware

Post by Stef » Wed Apr 06, 2016 6:22 pm

\o/

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