Search found 484 matches
- Fri Feb 26, 2016 12:14 am
- Forum: SGDK
- Topic: two dimension char array
- Replies: 13
- Views: 8608
Re: two dimension char array
I think I've hit a limit but wanted someone to confirm it! what is the biggest static char array I can declare? char Conversation[8][300]; What is the size of your ROM's sections? You want to know the size of data, text and bss. Look here for an explanation of the sections: https://en.wikipedia.org...
- Fri Feb 26, 2016 12:00 am
- Forum: SGDK
- Topic: two dimension char array
- Replies: 13
- Views: 8608
Re: two dimension char array
if it's unchangable array (with const modifier), then it will be inside of ROM, so up to 4 megabytes in size (subtract your code size (size of assembly)) ROM limit is 4 megabytes. if it's changable array (without const modifier), then it will be inside of RAM, so up to 64 kilobytes. 0x10000 bytes. ...
- Thu Feb 25, 2016 11:28 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 36705
Re: Gunstar Heros disassembly?
I do not know if there is a disassembly of the game, however if not, I would suggest not to make one as a first programming practice. Simply because you cant just change one line to see what happens, unlike with pre-existing disassembly. Not at all: simply build a ROM that includes the original and...
Re: It seemed
I've got one of chinese cartridge for famiclone, this 150-in-1 . And its title contains... http://savepic.ru/8749053.png You also see it? :D This sonic picture is from you ??? Because i'm using it in SGDK (well actually it's disabled now) and I was not able to remember the source of it. If it's you...
- Tue Feb 23, 2016 10:08 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 36705
Re: Gunstar Heros disassembly?
Hello all! I'm looking to get into asm coding and hackery, and the MD seems like an interesting place to start. I thought rather than start from scratch an interesting beginning might be to try and do a disassembly (a bit like the excellent sonicretro ones) for a game I'm familiar with. Are there a...
- Sun Feb 21, 2016 10:38 am
- Forum: Demos
- Topic: Space Hawks - Sega Megadrive unofficial port
- Replies: 15
- Views: 17127
Re: Space Hawks - Sega Megadrive unofficial port
I feel that this is not up to the standard of being a game that you could charge people for but perhaps show them the sourcecode or do some articles to act as a tutorial.
- Mon Feb 15, 2016 11:57 am
- Forum: Tools
- Topic: [Kmod] v0.7.3
- Replies: 38
- Views: 39410
Re: [Kmod] v0.7.3
My advice is to use tools that can extract what you need form VRAM which means that you can use your tools with an Emulator and the real Hardware. why not use the VRAM dump and use it with any tools you want ? my goal was to provide an all in one solution, but you're free to use any external tool w...
- Mon Feb 15, 2016 11:55 am
- Forum: Tools
- Topic: [Kmod] v0.7.3
- Replies: 38
- Views: 39410
Re: [Kmod] v0.7.3
Compare what you have to this:KanedaFr wrote:missing some fields on the VDP registers ?MintyTheCat wrote: I still think that Gens KMod is better for VDP register status though but it is missing some fields.
which ones ?
http://md.squee.co/VDP
- Mon Feb 15, 2016 11:54 am
- Forum: Tools
- Topic: [Kmod] v0.7.3
- Replies: 38
- Views: 39410
Re: [Kmod] v0.7.3
Path issue, kaneda.KanedaFr wrote:sorry, I don't understand this one...MintyTheCat wrote: When running from a DOS shell you must also provide the %CD%\rom.bin too as it does not append this.
is it missing an option when using from command line ?
Try it out.
- Mon Feb 15, 2016 11:54 am
- Forum: Tools
- Topic: [Kmod] v0.7.3
- Replies: 38
- Views: 39410
Re: [Kmod] v0.7.3
it's not the first time I read CRAM was wrong.... strange... Dr Mefisto fixed a CRAM issue on save state, perhaps it's the same thing... thanks for notice It has been screwed for exporting Tiles to bitmap too. I'm more surprised by this one... what's exactly wrong ? Totally weird pal or not "exactl...
- Mon Feb 15, 2016 11:51 am
- Forum: UMDK
- Topic: UMDK manufacturing, part 2: Software
- Replies: 253
- Views: 269933
Re: UMDK manufacturing, part 2: Software
Great news, Charlie.
I am glad to hear that you have yours up and running.
I am glad to hear that you have yours up and running.
- Tue Feb 09, 2016 10:43 am
- Forum: Hardware
- Topic: [WIP] Not a debug cart project!
- Replies: 46
- Views: 63209
Re: [WIP] Not a debug cart project!
In terms of cost and power-consumption it appears that an FPGA would be out of the question for a game to be released commercially - barring flash-carts, dev-carts, etc as they are not games but more over tools. It still stands that a power-consumption vs. BOM cost would need to be done as a feasibi...
- Mon Feb 08, 2016 3:15 pm
- Forum: Hardware
- Topic: [WIP] Not a debug cart project!
- Replies: 46
- Views: 63209
Re: [WIP] Not a debug cart project!
The SVP doesn't even have its program in boot ROM, the 68000 just loads the program into SVP RAM and then tells the SVP to wake up. (incidentally, I think the SuperFX is like this as well) Good for trivia fans, Sik :D But often you will find with FPGA and DSP projects that the devices require a boo...
- Mon Feb 08, 2016 3:13 pm
- Forum: Hardware
- Topic: [WIP] Not a debug cart project!
- Replies: 46
- Views: 63209
Re: [WIP] Not a debug cart project!
Yo do not need extra memory or glue logic for DSPs (excepting level shifters) that have a host controller interface. They can be mapped on the console's memory and act as slaves: the 68k can acces the complete memory map of the DSP, upload the code and boot it. Ok, but would they also not need a uC...
- Fri Feb 05, 2016 4:09 pm
- Forum: Hardware
- Topic: [WIP] Not a debug cart project!
- Replies: 46
- Views: 63209
Re: [WIP] Not a debug cart project!
Yo do not need extra memory or glue logic for DSPs (excepting level shifters) that have a host controller interface. They can be mapped on the console's memory and act as slaves: the 68k can acces the complete memory map of the DSP, upload the code and boot it. Ok, but would they also not need a uC...