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SpritesMind.Net Sega Megadrive/Genesis development
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snkenjoi Newbie

Joined: 06 Aug 2009 Posts: 6
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Posted: Sat Aug 08, 2009 8:39 pm Post subject: |
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| Chilly Willy wrote: | Sorry, but "loop: bra loop" demos are LAME, not interesting. You'd have a be a complete noob to think otherwise. Just telling it like it is.
And to tell the truth, when someone comes along gushing about how fantastic such things are, yes, I DO have to be an arse about it.
Feel free to share your "exciting" potty training stories, but don't get mad at me when I laugh and point.  |
Where is the "loop: bra loop" demo that you're talking about? All the demos I posted actually do something. The thing I mentioned in my first post by someone else was in jest, not to be taken seriously as an attempt to make a small rom.
I think you're over exaggerating how I'm portraying this. I never said it was omg so amazing. I simply said it was cool and thought that people would be interested in it.
Apparently they are, and you seem to be the only one with some kind of problem. |
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HardWareMan Very interested
Joined: 15 Dec 2007 Posts: 542 Location: Kazakhstan, Pavlodar
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Posted: Sun Aug 09, 2009 2:22 am Post subject: |
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| Shiru wrote: | | If you have real 256 byte ROM, word 'SEGA' probably could be placed at $000, but if it is possible to make the code start somehow after that? I don't know 68K opcodes, what 'SEGA' would be as code? |
Sure, we can use 256 byte ROM and place 'SEGA' at $000000 (or even 128 bytes or 64 bytes and etc, and it will be mirrored to $000100). But then, we need to re set stack pointer (a7), if we want to use it (so small demo can be created without any use of stack, isn't it?). |
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Chilly Willy Very interested
Joined: 17 Aug 2007 Posts: 1955
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Posted: Sun Aug 09, 2009 3:19 pm Post subject: |
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| Shiru wrote: | | If you have real 256 byte ROM, word 'SEGA' probably could be placed at $000, but if it is possible to make the code start somehow after that? I don't know 68K opcodes, what 'SEGA' would be as code? |
It wouldn't matter. The 68000 starts by loading the long at 0 into the SSP, and 4 into the PC. So as long as 4 still pointed to your code, it wouldn't matter that the SSP got set to "SEGA". So I guess a smaller rom than 260 bytes could still work on TMSS as long as it mirrored over the range and had "SEGA" at 0. |
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