Search found 14 matches

by siudym
Mon Feb 17, 2025 10:48 pm
Forum: Megadrive/Genesis
Topic: Increased Sprite Plane to a larger range than 512 (horizontal).
Replies: 4
Views: 11841

Re: Increased Sprite Plane to a larger range than 512 (horizontal).

I managed to do it in a simple way. On Sega it is very useful that despite the physical limitation of the sprite plan to 512x512, the X/Y coordinates are FULLY 16-bit, i.e. each increase/decrease of the X/Y value is in the range 0000-FFFF (only every 512th sprite is "wrapped"). I did a simple check ...
by siudym
Thu Feb 13, 2025 5:53 pm
Forum: Megadrive/Genesis
Topic: Increased Sprite Plane to a larger range than 512 (horizontal).
Replies: 4
Views: 11841

Re: Increased Sprite Plane to a larger range than 512 (horizontal).

Ok thanks. Another thing: Is it possible to move the sprite plan edge so that, for example, the top position of a sprite on the edge does not start at +128 ($80) but, for example, at 0000?
by siudym
Mon Jan 20, 2025 7:04 pm
Forum: Megadrive/Genesis
Topic: Increased Sprite Plane to a larger range than 512 (horizontal).
Replies: 4
Views: 11841

Increased Sprite Plane to a larger range than 512 (horizontal).

Is it possible to increase the Sprite Plane to 128x the TileMap Layer (1024-Pixel)?

I tried to make a scrolled Screen of 128x32 (1024x256) in the Horizontal and I noticed that the Sprites at the beginning of the Screen duplicate their presence in the further part of it (Sprites Plan is probably ...
by siudym
Mon Oct 28, 2024 5:36 pm
Forum: Hardware
Topic: Sega Genesis Game Cartridge PCB with dual DIP32 8-Bit Mask ROM's
Replies: 7
Views: 15158

Re: Sega Genesis Game Cartridge PCB with dual DIP32 8-Bit Mask ROM's

Are there any known game titles that have such PCBs?
by siudym
Mon Oct 14, 2024 12:53 pm
Forum: Hardware
Topic: Sega Genesis Game Cartridge PCB with dual DIP32 8-Bit Mask ROM's
Replies: 7
Views: 15158

Sega Genesis Game Cartridge PCB with dual DIP32 8-Bit Mask ROM's

I once heard that some Sega Genesis/MD cartridges used two 8-Bit chips (2x 32pin DIP ROM) instead of 16-bit ROMs - I think those were Electronic Arts games. Is that true? If so, what game titles use such PCBs?
by siudym
Mon Jul 29, 2024 7:33 am
Forum: Demos
Topic: My First two games (test,demo) writen in ASM.
Replies: 2
Views: 20229

Re: My First two games (test,demo) writen in ASM.

https://www.youtube.com/watch?v=CoI9L-DJSkE

I copied (converted) the Sega SMD demo code to SNES - it wasn't that easy and there were a lot of problems along the way :) However, SMD programming is much easier than SNES.
by siudym
Sat Jan 14, 2023 11:25 am
Forum: Demos
Topic: My First two games (test,demo) writen in ASM.
Replies: 2
Views: 20229

My First two games (test,demo) writen in ASM.

My beginnings in SMD/GEN ASM (ASM68K).

Simple Untitled demos of platform games, mixed graphics of mine+other games, music by me.

https://www.youtube.com/watch?v=zwvWTNM1U9Q
https://www.youtube.com/watch?v=XUKBS3SV-JU

https://i.postimg.cc/NGdc6hN4/212121.jpg
.
https://i.postimg.cc/ZK0hjf2h/Bez ...
by siudym
Fri Nov 04, 2022 10:56 am
Forum: Megadrive/Genesis
Topic: Enable / Disable vertical interrupts in Mode Register 2
Replies: 3
Views: 15984

Re: Enable / Disable vertical interrupts in Mode Register 2

Thanks, I need to analyze this.

Here is an example in the attachment, the game does not work on a real console, but it works on any emulator. Before loading the gameplay screen of the game, I have to disable VBLANK (update function of collected items on the screen - I turned off VBL "for safety" so ...
by siudym
Thu Nov 03, 2022 6:42 pm
Forum: Megadrive/Genesis
Topic: Enable / Disable vertical interrupts in Mode Register 2
Replies: 3
Views: 15984

Enable / Disable vertical interrupts in Mode Register 2

Are there any restrictions on disabling and re-enabling vertical interrupts - i.e. BIT5 in Mode Register 2?

In the code, I had to turn off VBLANK IRQ and then turn it on - everything worked fine on emulators, but the code running on real hardware did not do correctly set bit5 on register 2 ...
by siudym
Wed Nov 02, 2022 10:06 am
Forum: Megadrive/Genesis
Topic: Help in understanding 68K indexed indirect addressing
Replies: 9
Views: 18070

Re: Help in understanding 68K indexed indirect addressing

I use ASM68K (SN 68k version 2.53).

The earlier code also works, the only thing missing was to copy (A0) to A0:

LEA LEV_TBL(PC),A0
ASL.L #2,D0
ADD.L D0,A0
MOVE.L (A0),A0
JMP (A0)

But of course, this solution is more correct:
MOVE.L LEV_TBL(PC),A0
ASL.W #2,D0
MOVE.L 0(A0,D0.W),A0
JMP (A0)
by siudym
Tue Nov 01, 2022 10:17 am
Forum: Megadrive/Genesis
Topic: Help in understanding 68K indexed indirect addressing
Replies: 9
Views: 18070

Re: Help in understanding 68K indexed indirect addressing

Actually: D I just noticed it ... Yes, everything goes beyond 64KB that is 24BIT ROM addressing.

Now works, second code have error:

Error : Missing or misplaced ')' in operand move.l lev_tbl(d0.l,pc),a0
by siudym
Tue Nov 01, 2022 9:47 am
Forum: Megadrive/Genesis
Topic: Help in understanding 68K indexed indirect addressing
Replies: 9
Views: 18070

Re: Help in understanding 68K indexed indirect addressing

It still doesn't work. I changed (A0,D0,L) because I probably need to add Index as L instead of W for 24bit ROM addressing? But it doesn't change anything.


Here is an example code 6502 and Z80 that I have with exactly the same use. The 6502 was very simple, the Z80 had some combination problems at ...
by siudym
Mon Oct 31, 2022 8:19 am
Forum: Megadrive/Genesis
Topic: Help in understanding 68K indexed indirect addressing
Replies: 9
Views: 18070

Re: Help in understanding 68K indexed indirect addressing

Thanks.

I have another question. Because I don't know if I'm doing it right. I would like to load A0 LoadLEVxxx address from TABLE which will be indexed with level number and jump to LABEL using JMP (A0).

Unfortunately, while the jump under LoadLEV000 works (without the index), the indexed LEV ...
by siudym
Sat Oct 29, 2022 10:48 am
Forum: Megadrive/Genesis
Topic: Help in understanding 68K indexed indirect addressing
Replies: 9
Views: 18070

Help in understanding 68K indexed indirect addressing

I go back to 68000 assembler and have a question about indexing.
Sample code in Z80,6502 and its equivalent from 68K:


I need help with 68K indexed (indirect) addressing.
Could someone help how to better / otherwise execute the code from the Z80 / 6502 but that it would work identically in 68K (as ...