Search found 616 matches

by Mask of Destiny
Mon Mar 19, 2007 1:41 pm
Forum: Tools
Topic: Interest in High Level Scripting Language for Sega CD Dev?
Replies: 11
Views: 12909

So I take there is no interest then? Oh well.
by Mask of Destiny
Mon Mar 19, 2007 1:13 pm
Forum: Megadrive/Genesis
Topic: Can anyone...
Replies: 15
Views: 13904

I'm pretty sure !TIME is pulsed for any access to $A13XXX (or maybe just $A130XX). Anyway, I believe that the mapper used in SFS II The New Challengers is more or less the official mapper. Although it's the only officially licensed game that's greater than 32MBit, several other games appear to use t...
by Mask of Destiny
Sun Mar 18, 2007 4:02 pm
Forum: Megadrive/Genesis
Topic: Can anyone...
Replies: 15
Views: 13904

How big is the ROM on your cart? if it's 2MB (16Mbit) or less you can just map your SRAM to odd addresses starting at 0x200001 and set up your ROM header appropriately. I know of at least one game that's set up like this (Virtual Pinball or something like that) and I seem to recall that the SRAM sav...
by Mask of Destiny
Thu Mar 15, 2007 8:43 pm
Forum: Megadrive/Genesis
Topic: Operating System
Replies: 27
Views: 19775

I have the very early stages of a Palm OS clone running on the Sega CD. Memory allocation is done (though could use some improvements) and it has partial support for Palm Databases (which aren't much like what you would normally refer to as a databse). The very beginnings of process management are t...
by Mask of Destiny
Wed Mar 14, 2007 4:13 pm
Forum: Mega/SegaCD
Topic: Megacd timing issues and solutions (PCM, HINT, DMA...)
Replies: 6
Views: 9230

I guess I got the problem... Since I run multiple code segments, I oftenly clear the stack... this must break the HINT jumping :) ... I don't see how clearing the stack would break HINTs unless you tried to clear the stack in your HINT handler. If your HINT is in Work RAM, it works like a normal Ge...
by Mask of Destiny
Mon Mar 12, 2007 1:03 pm
Forum: Mega/SegaCD
Topic: Megacd timing issues and solutions (PCM, HINT, DMA...)
Replies: 6
Views: 9230

Re: Megacd timing issues and solutions (PCM, HINT, DMA...)

Well, as you may imagine, I start to do silly thing with the hardware ;) Here is a list of : :arrow: - Trying to set HINT enable while the vdp is on display period imediately reset the main cpu, even if the HINT code is situated in megadrive ram (if situated in workram, it will hang anyway). Workar...
by Mask of Destiny
Wed Feb 28, 2007 4:05 am
Forum: Tools
Topic: Interest in High Level Scripting Language for Sega CD Dev?
Replies: 11
Views: 12909

Interest in High Level Scripting Language for Sega CD Dev?

I've been working on a high level language as my main hobby project for a while now. About a week ago I did a partial port to the Sega CD for kicks. The current port isn't terribly useful as it all runs on the slower main 68K (which also has access to less RAM), can't currently access files off the ...
by Mask of Destiny
Fri Feb 23, 2007 9:25 pm
Forum: Megadrive/Genesis
Topic: Some wierd GCC troubles
Replies: 5
Views: 5366

2.8.1 from the looks of it.

You really should consider upgrading to a more recent version. At the very least you should be using one of the 2.9.X version if not one of the 3.X or 4.X versions.
by Mask of Destiny
Sat Feb 17, 2007 7:02 pm
Forum: Megadrive/Genesis
Topic: Some wierd GCC troubles
Replies: 5
Views: 5366

Generally speaking if you're only going to compile a single file of a multi-file project you need to use the -c flag so that gcc only tries to compile the current file and doesn't try to link the whole project.
by Mask of Destiny
Sat Feb 17, 2007 12:12 pm
Forum: Super 32X
Topic: Cache Coherency Sanity Check
Replies: 5
Views: 6705

Each thread has to have its own stack even on systems where there are no cache coherency problems otherwise each thread will overwrite the others data.
by Mask of Destiny
Fri Feb 16, 2007 6:01 pm
Forum: Super 32X
Topic: Cache Coherency Sanity Check
Replies: 5
Views: 6705

Cache Coherency Sanity Check

So I'm thinking about porting a multi-threaded program I'm working on (an interpretter for a dataflow language if you're curious) to the 32X (or perhaps the Saturn) and I was trying to think of a sane way to use both processors in a reasonably efficient fashion. I think I have a reasonable solution,...
by Mask of Destiny
Wed Feb 14, 2007 7:40 pm
Forum: Mega/SegaCD
Topic: How hard would be to code a NES/SMS emulator
Replies: 31
Views: 39149

The scary thing is that NES is bankswitched... and some nes games have special hardware built in... The bankswitching would be very hard to emulate with dynamic recompilation, wouldn't be? So is the SMS. It certainly brings a few complications, but I think the general task of writing a dynarec is m...
by Mask of Destiny
Wed Feb 14, 2007 3:06 pm
Forum: Mega/SegaCD
Topic: How hard would be to code a NES/SMS emulator
Replies: 31
Views: 39149

I think that 512 (or 512-emulator) KB is quite good... I wonder if its possible to use the segacd communication table to fake the I/O (vdp ports of the nes). That's the way I did it when I was working on that SMS emulator. I mean, if the maincpu runs at fullspeed on pooling the I/O, it may be no la...
by Mask of Destiny
Wed Feb 14, 2007 4:27 am
Forum: Mega/SegaCD
Topic: How hard would be to code a NES/SMS emulator
Replies: 31
Views: 39149

I've done some cycle counting and it's not pretty. If I do a standard 16-bit displacement style jump table, it takes 38 cycles just to read in an opcode and jump to the code that emulates it plus at least another 8 cycles to jump back for the next instruction. Here's the code: ;assume a0 is PC, a2 p...
by Mask of Destiny
Tue Feb 13, 2007 6:53 pm
Forum: Mega/SegaCD
Topic: How hard would be to code a NES/SMS emulator
Replies: 31
Views: 39149

I did a few calculations and it would appear that the 6502 in the NES will take anywhere from 14 to 56 68K (@ 12.5MHz) cycles. 14 is obviously two few cycles to emulate an instruction on the 68000 as each 68K instruction takes a minimum of 4 cycles. You might be able to make up a few cycles on some ...