![]() ![]() So I take it that written this way it would do slightly different things depending if you are in 65816 Native mode or the 6502 emulated mode?Īll I know is every other program looks different. These are the only examples I've seen done that way. ![]() A video made it sound like the vectors are pretty important to make a game run. Next I think this may be part of the problem. I understand this part can be a bit optional. SLOWROM/FASTROM, LoROM, HIROM, title, country, rom size, etc. All the other examples I found out there have multiple banks using these sizes.Īnother thing. ![]() It does make a file 128K in size but from what I understand if a game is LOROM it uses 32K banks. After some reading I changed the linker command line from -b to -r to make a proper sized rom image.įile size was now right. The file always came out as 32K actual size. After much looking around reading and watching videos I think I have found some issues. With all of the tutorials they come up as a blank screen on a real system. Everything works fine so I know it isn't a hardware issue or writing the files wrong. (Reverse engineered multi region lock out chip clone.) I've tested them with Classic Kong Complete, Jet Pilot Rising and some other multi-player simple fighting game. Yay!) I have 12F629s programer as SuperCICs to get around the lock-out chip problem. I've tested a few LoROM and HIROM homebrew games on them and the boards work fine on a real Super Nintendo. I am using a GQ 4x4 (and also an adp-054 adaptor for larger eproms.) Eproms I am using are 27C040 (512K chip) and 27C160 (2 Megabyte chip). I have test boards made for LOROM games 1 Meg and under and others for LOROM or HIROM games (and probably others like ExHi, etc) up to 2 Megabytes. I bought some circuit boards from Muramasa for making my own SNES cartridges. It does run but it seemed something was off. Snes9x tells me things like the rom is corrupt, bad checksum, etc. I can get the stuff to run on an emulator but not real hardware. Wla-65816.exe -i -o cart.o HellolWorld.asm Only thing I changed was the location so I wouldn't have to type out extra stuff. I managed to get the examples to assemble and link into a rom image. I've already wrote about a dozen games total for Atari 2600, NES and one Colecovision so assembly isn't totally new to me. I know it isn't ment to be "in depth" to cover everything. I have both of the books and I wanted to learn SNES assembly programing. What if a fixed checksum in one game means track number 42 won't play in the 30th hour of gameplay in whatever RPG it might be?Īny other insights into checksum errors, what it means, and whether they need fixed? I was going through Genesis games, but I also did a few SNES ones last night.I hope you can help me because I'm staring to loose my mind trying so many different ways. So luckily I had a copy of that entire folder somewhere else and reverted to before I started fixing checksum errors.Īny other insights into checksum errors, what it means, and whether they need fixed? I was going through Genesis games, but I also did a few SNES ones last night. I realized, maybe I shouldn't be doing this? Maybe there's absolutely no need to do this and that in some cases it might mess stuff up. I found another folder with the same rom before the checksum fix and the music worked. ![]() I get most of the way through, then I notice there's a rom whose intro music was just garbled noise after the checksum correction. So I spent about an hour going through my curated folder, looking for checksum errors when booting in an emulator, fixing them with the tool, then testing again to see if fixed. So I found a tool that fixes checksums, which I just assumed should be cleaned up, why not? Might help games run when they might otherwise not. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |