Search found 33 matches
- Thu Jan 25, 2024 9:26 pm
- Forum: Exodus
- Topic: Trying to compile Exodus
- Replies: 8
- Views: 19916
Re: Trying to compile Exodus
Turns out I still get email notifications, neat. I did get things compiling in the end, and wrote an enhanced asm window that ingested a .lst file so I could see comments/labels/etc. alongside the actual disassembly. I can dig out the source code if you want it, although I probably violated a bunch ...
- Sun Dec 12, 2021 11:51 pm
- Forum: Megadrive/Genesis
- Topic: EXG instruction encoding
- Replies: 4
- Views: 12916
EXG instruction encoding
In an asm file (generated by Exodus' active disassembly) there's an EXG instruction at a particular address, like this: EXG D2, D0 Viewing the same location in several emulators (Exodus, Regen) shows the same instruction[1]. The raw value is 0xC540. Howevever, when I assemble my version into a binar...
- Tue Dec 22, 2020 1:10 am
- Forum: Exodus
- Topic: Trying to compile Exodus
- Replies: 8
- Views: 19916
Re: Trying to compile Exodus
Sorry to resurrect an old thead, but I'm hitting the same snag - the latest source seems to have broken links for zlib and Catch. Are they available somewhere? I found an archived version of zlib 1.2.8, but am unsure what the nested directory should be called. Unzipping it directly gives Third/zlib/...
- Fri Jun 19, 2020 12:56 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heros disassembly?
- Replies: 37
- Views: 39520
Re: Gunstar Heros disassembly?
Anyway, besides that, I love seeing disassembles coming together and look forward to following along. I saw your other posts on here, looks like your understanding is coming along nicely. Thanks for the encoragement! Unfortunately progress has pretty much stalled due to lack of time (a common side ...
- Mon Jan 06, 2020 11:28 am
- Forum: Megadrive/Genesis
- Topic: General Gunstar Heroes rambling
- Replies: 5
- Views: 10616
Re: General Gunstar Heroes rambling
I haven't identified those graphics yet, but so far *all* graphics other than the SEGA logo are compressed in ROM. I suspect the main characters will be loaded/unloaded as the game progresses, since there's an oddball scrolling-shooter level in the middle that uses completely different player sprites.
- Wed Jan 01, 2020 3:49 pm
- Forum: Megadrive/Genesis
- Topic: General Gunstar Heroes rambling
- Replies: 5
- Views: 10616
Re: General Gunstar Heroes rambling
By standard colors, do you mean static colors? They don’t change at all so can be used by any foe, for example. Yes they're static and don't change for the whole game - at least during regular gameplay. Title screen, cutscenes and oddball gameplay (the scrolling shooter section) do their own thing....
- Tue Dec 31, 2019 9:42 pm
- Forum: Megadrive/Genesis
- Topic: General Gunstar Heroes rambling
- Replies: 5
- Views: 10616
General Gunstar Heroes rambling
A while back I started disassembing Gunstar Heroes, got busy and shelved it. Over xmas I had some time to chip away at it, so I thought I'd put out a post with some of the things I discovered. In no particular order: The 'SEGA' animation at the start generates multiple scaled copes of the logo on th...
- Thu Oct 11, 2018 2:15 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heroes Decompression - Format & C# code
- Replies: 5
- Views: 9441
Re: Gunstar Heroes Decompression - Format & C# code
I finally got around to tidying up the code so the annotated asm routine from the rom and the c# version have been added to the original post. It's worked on all of the compressed data I've managed to find so far, but without the palletes it's still rather garbled and not clear what things are. So p...
- Tue Oct 09, 2018 8:49 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heroes Decompression - Format & C# code
- Replies: 5
- Views: 9441
Re: Gunstar Heroes Decompression - Format & C# code
It's tied in with the vblank code, I had a thread about it a while ago http://gendev.spritesmind.net/forum/viewtopic.php?f=2&t=2864 The loading system seems to have 7 'command' types known, one of which seems to decompress patterns to ram and then DMA to vram. The others I haven't figured out yet bu...
- Tue Oct 09, 2018 6:33 pm
- Forum: Megadrive/Genesis
- Topic: simple 68k loop
- Replies: 21
- Views: 22683
Re: simple 68k loop
That looks like the interupt table at the start of a ROM. You can't get that any smaller, that's just what the MD rom format is, every rom has to have it.
- Tue Oct 09, 2018 8:36 am
- Forum: Megadrive/Genesis
- Topic: Gunstar Heroes Decompression - Format & C# code
- Replies: 5
- Views: 9441
Re: Gunstar Heroes Decompression - Format & C# code
No, no exceptions. As you say, it stops when it has 32 decoded bytes. But since it's bit-based, the 'read cursor' may be pointing to (for example) the 3rd bit in the 7th byte. And it only needs three 16-bit values to store it's state in order to resume later.
- Mon Oct 08, 2018 11:13 pm
- Forum: Megadrive/Genesis
- Topic: Gunstar Heroes Decompression - Format & C# code
- Replies: 5
- Views: 9441
Gunstar Heroes Decompression - Format & C# code
I've been poking at Gunstar Heroes off-and-on for a few months now, mostly just working away at the edges, but I finally managed to figure out the compressed data format. :D Here's the GH font, decompressed from raw rom bytes with some custom C# code: https://i.imgur.com/j6FbB1c.png Compressed data ...
- Wed Sep 26, 2018 10:47 am
- Forum: Exodus
- Topic: Feature request - breakpoint highlighting
- Replies: 0
- Views: 112182
Feature request - breakpoint highlighting
Hello! I'm just getting used to the debugger and find that I'm adding a *lot* of breakpoints. Which is fine, but it quickly gets confusing figuring out which is which. Could there be some way of linking the breakpoints in the breakpoints window with the Disassembly view? Possible ideas: 1. 'Breakkpo...
- Tue Sep 18, 2018 3:16 pm
- Forum: Megadrive/Genesis
- Topic: Neat programming trick for optional operations
- Replies: 3
- Views: 7263
Neat programming trick for optional operations
Since work is now less crunchy, I actually managed to find some time to work on my Gunstar Heroes disassem, and stumbled across a neat trick (apologies if this is already known but I thought it was cool): MOVE.w $FFFF8002.w, D0 ; var indicating which processing to perform ; 0 will never overflow (so...
- Fri Apr 27, 2018 1:00 pm
- Forum: Megadrive/Genesis
- Topic: Struct maros/syntax and naming conventions
- Replies: 6
- Views: 10141
Re: Struct maros/syntax and naming conventions
So I dug out the old manual for snasm68k, and I think the 'rs' and 'rsset' macros are what I need (see page 27) : https://segaretro.org/images/0/04/SNASM68K_68000_Cross_Assembler_System_Manual.pdf However I can't actually figure ou the usage syntax atm. This works to define a struct, but actually us...