Search found 14 matches
- 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 ...
- 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?
- 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 ...
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 ...
- 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?
- 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?
- 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.
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

- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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)
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)
- 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
Now works, second code have error:
Error : Missing or misplaced ')' in operand move.l lev_tbl(d0.l,pc),a0
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...