Search found 11 matches
- Mon Oct 28, 2024 5:36 pm
- Forum: Hardware
- Topic: Sega Genesis Game Cartridge PCB with dual DIP32 8-Bit Mask ROM's
- Replies: 2
- Views: 1020
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: 2
- Views: 1020
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: 9579
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 However, SMD programming is much easier than SNES.
- Sat Jan 14, 2023 11:25 am
- Forum: Demos
- Topic: My First two games (test,demo) writen in ASM.
- Replies: 2
- Views: 9579
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-tytu-u...
- Fri Nov 04, 2022 10:56 am
- Forum: Megadrive/Genesis
- Topic: Enable / Disable vertical interrupts in Mode Register 2
- Replies: 3
- Views: 11832
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 ...
- Thu Nov 03, 2022 6:42 pm
- Forum: Megadrive/Genesis
- Topic: Enable / Disable vertical interrupts in Mode Register 2
- Replies: 3
- Views: 11832
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 ... (gene...
- Wed Nov 02, 2022 10:06 am
- Forum: Megadrive/Genesis
- Topic: Help in understanding 68K indexed indirect addressing
- Replies: 9
- Views: 9743
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: 9743
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: 9743
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 t...
- Mon Oct 31, 2022 8:19 am
- Forum: Megadrive/Genesis
- Topic: Help in understanding 68K indexed indirect addressing
- Replies: 9
- Views: 9743
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 does ...
- Sat Oct 29, 2022 10:48 am
- Forum: Megadrive/Genesis
- Topic: Help in understanding 68K indexed indirect addressing
- Replies: 9
- Views: 9743
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 an...