Search found 82 matches
- Tue Jul 19, 2016 9:09 am
- Forum: Megadrive/Genesis
- Topic: Decoding UTF-8
- Replies: 1
- Views: 2705
Re: Decoding UTF-8
it indeed is hilarious how difficult it is to deal with Unicode in C++ for example; I had to do some serious black magic to read UTF-8 file into a wchar_t*, but its doable. I was quite irfitated how I just couldn't whip out 68k and write that code myself in few minutes, as opposed to hunting for it ...
- Sun Jun 26, 2016 3:03 pm
- Forum: Exodus
- Topic: Exodus 2.0.1 crash (has stopped working)
- Replies: 9
- Views: 14163
Re: Exodus 2.0.1 crash (has stopped working)
I currently have a server outage due to move and some bs with the router I am using, however I have reuploaded it . The issues were solved afterwards with reinstalling the OS due to other issues and then installing a lot of updates to the OS itself. There are still some odd issues though; sometimes ...
- Sun Feb 28, 2016 11:48 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35074
Re: Gunstar Heros disassembly?
Yes there is documentation, but its really poorly written and doesnt describe its usage very well. Unlike the PSY-Q manual which has about 200 lines dedicated for almost literally everything about ASM68K and its macro language, and is very well written. Having poor documentation is almost the same a...
- Sat Feb 27, 2016 7:08 am
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35074
Re: Gunstar Heros disassembly?
This is likely caused by automatic evens. In ASM68K you can either append '/o ae-' to commandline or use 'opt ae-' in the ASM file. AS should have option to disable this as well, but I cant remember what it is. To be fair though, the serial number should also include the next 0 as well. Since M68000...
- Fri Feb 26, 2016 7:14 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35074
Re: Gunstar Heros disassembly?
in case you use OSX, ASM68K may not be suitable option either; It is mainly for MSDOS and early Windows OSes, although it still works (with a bit of tweaking, done by Nemesis long ago) in modern Winodws OSes. VASM could be an option, as its source code is available, and people keep telling me its ne...
- Fri Feb 26, 2016 1:43 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35074
Re: Gunstar Heros disassembly?
Do you mean GNU AS or GAS right? If so this is simply not the case and GAS runs fast, you are able to find the bugs in your code from the Assembler alone and what's more you have the symbols, listing and such available. You may be referring to a multi object file that you turn into an ELF file thou...
- Fri Feb 26, 2016 10:34 am
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35074
Re: Gunstar Heros disassembly?
I'd say months is closer to accurate, depending on the size of the ROM and complexity of the code. Of course, the skills of the user also factors on the speed they can resolve code. Yes it could take years, no doubt, but I know people who can make a building disassembly of a game in even weeks. Not ...
- Fri Feb 26, 2016 12:04 am
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35074
Re: Gunstar Heros disassembly?
it's not actually compilable with AS I highly suggest against (for everyone) using AS. Its syntax is not compatible with any other assembler, disassembler, or other tool, it is slow as hell, its 68k and z80 implementations are crap and it accepts nonsensical opcodes and operands. It does not output...
- Thu Feb 25, 2016 10:55 am
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 35074
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. Instead, I'd suggest taking a look at the Sonic 1 disassemblie...
- Tue Feb 02, 2016 11:55 pm
- Forum: Megadrive/Genesis
- Topic: How to create a game rom
- Replies: 27
- Views: 16473
Re: How to create a game rom
Sonic games' SMPS drivers do not have multi SFX support. However, what could be happening in level select specifically, is that the SFX's are first loaded into the music portion of the driver, and if it is playing "music", it will then switch to sfx portion. This would allow to play 2 sound effects ...
- Tue Feb 02, 2016 9:41 pm
- Forum: Megadrive/Genesis
- Topic: How to create a game rom
- Replies: 27
- Views: 16473
Re: How to create a game rom
it cannot play 2 ring sfx or ring + other sfx at once. Ring sound is hardcoded to alternate between left and right speaker - those are 2 different sound effects though
- Tue Feb 02, 2016 1:13 pm
- Forum: Megadrive/Genesis
- Topic: How to create a game rom
- Replies: 27
- Views: 16473
Re: How to create a game rom
Sonic 1-3K use generally 1-2 PSG and 3-4 FM and DAC (except SSZ which uses 5 FM+DAC and 3 PSG) for musc, and then 1 or rarely 2 PSG, and 2-3 FM for SFX. But you rarely hear interruptions to music, only really if you play 2x SFX in short time, the earlier one will stop. But you rarely as a player not...
- Sat Jan 30, 2016 3:49 pm
- Forum: Megadrive/Genesis
- Topic: How to create a game rom
- Replies: 27
- Views: 16473
Re: How to create a game rom
Then you have S3K. Amazing music, amazing sound effects, uses PCM only for music. If you know how to make good sound effects, you can easily synthesize them. Plus you spend fraction of ROM space on sound effects that sound often better than PCM.
- Mon Jan 25, 2016 7:34 pm
- Forum: Exodus
- Topic: Exodus 2.0.1 crash (has stopped working)
- Replies: 9
- Views: 14163
Re: Exodus 2.0.1 crash (has stopped working)
So I've tried couple of virtual machines to run this. In VMWare, I get the same crash issue, but on VirtualBox I dont. However, the program can barely get to 30FPS and the CPU usage never goes above 30%. I was also able (or at least, I think) to track where the issue comes at. This line in "Sega Meg...
- Thu Jan 21, 2016 5:34 pm
- Forum: Exodus
- Topic: Exodus 2.0.1 crash (has stopped working)
- Replies: 9
- Views: 14163
Re: Exodus 2.0.1 crash (has stopped working)
it worked on my machine when I had AMD Athlon II processor. Very poorly, but it worked. There is nothing significant enough different in Win7 for it not to work this time, so doubt its an issue on my end.