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Running SaturnOrbit project on actual hardware?
CarlosTheMover - Aug 9, 2015

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 antime Sep 1, 2015

CarlosTheMover said:

It picks the first file entry from the root folder. Which file that is depends on how the disc was created.

 CarlosTheMover Sep 1, 2015
After some experimentation, the problem is most likely in my code. I substituted my 0.bin with .bin files from VF2 and VF2 ran no problem. Then I found some of Rockin' B's samples that actually worked on hardware. The first samples I had tried when I first started didn't work so I assumed it affected all of them. So that's good to know.

So at least now I have a baseline of something that works and I'll compare what I have with it.

 CarlosTheMover Sep 1, 2015
Wasted a few more CD-Rs (god I need a dev cart) but I found out that my program does actually run on the hardware. Printing text to screen works but everything else (sprites and backgrounds) is bugged.

Here's the source code to what I currently have. It also has a built .bin and .iso files.

https://dl.dropboxusercontent.com/u/17303735/Shoot...

This is my first project on Saturn, so please be gentle

 vbt Sep 1, 2015

CarlosTheMover said:

yes it is
about ip.bin you just have to vérifiy if the start address of your binary is the same as inside the ip.bin

 mrkotfw Sep 2, 2015
Black screen when executing at address 0x06004000

 CarlosTheMover Sep 3, 2015
Which project(s) did you try?

 mrkotfw Sep 3, 2015
The shooter program.

Get yourself that dev cart (or USB DataLink)!

 CarlosTheMover Sep 3, 2015
Yeah, that's what I figured. Thanks!

I've sent a mail to cafe-alpha's page about a preordering dev cart. Is that the only one of that type that exists?

 CarlosTheMover Sep 3, 2015
Is setting up a gouraud table a requirement? I'm trying to figure out why some of Rockin-B's demos work on hardware and I'm not finding a lot of differences in his approach other than that. I'll keep looking.

 mrkotfw Sep 3, 2015
Setting up a gouraud table is not a requirement. It could also be that the game itself is crashing.

The USB DataLink is also another option, but compared to the antime's USB dev cart, it's very slow. I get about 7KiB/s.

 CarlosTheMover Sep 3, 2015
Actually, it's not crashing. Everything is just black. As I mentioned earlier, I can print text on screen and I can change the text every frame. I just can't see anything else. Sprites are RGB so I shouldn't be having any black palette issues with them. Backgrounds use a palette, though.

 vbt Sep 3, 2015
http://www.gamingenterprisesinc.com/DataLink/... <= usb or bluetooth datalink
http://ppcenter.webou.net/satcart/... <= usbdev card

 vbt Sep 3, 2015

CarlosTheMover said:

sprites are normally easy to display, bc ground can be harder (because of cycle patterns)
maybe you can do some loops to play with priorities (0 to 7) and see if something changes

 mrkotfw Sep 3, 2015
If you're seeing text, then I believe at least one NBG background is set up correctly.

It could also be that you have not initialized something correctly. Could it be that you have more than the necessary backgrounds enabled? It could be that one background is covering all the rest.

What about sprite priority? Aside from sprite types, you should have PRISA and PRINA set correctly.

 CarlosTheMover Sep 3, 2015

vbt said:


Sure. I'm using the SGL so I'm thinking the defaults should be okay, though.


mrkotfw said:


I have one other background setup. I could also disable it and see.

 mrkotfw Sep 3, 2015

CarlosTheMover said:


Don't assume that the defaults should be okay. This could be the reason why you're seeing a black screen.

 cafe-alpha Sep 9, 2015

CarlosTheMover said:


Your USB dev cart is ready

 CarlosTheMover Sep 19, 2015
Spent the day working with cafe-alpha's dev cart. It was pretty productive! I figured out the problems for both the sprites and the backgrounds. Debugging cycles were much quicker than burning CD-Rs

(Saturn running from a video capture cable)



The sprites were bad because of an uninitialized variable keeping track of texture locations.
The backgrounds were bad because I was using A0_BANK for tiles and A1_BANK for backgrounds. Switched both to use A0. I attempted to use B0 for both but the palette was wrong. Didn't really investigate further.

Updated code can be found here
https://dl.dropboxusercontent.com/u/17303735/Shoot...

So I'm quite happy that it runs now!

 vbt Sep 20, 2015
great job ! how did you find a cartridge for the dev card ?

 CarlosTheMover Sep 20, 2015
Cafe-alpha said he had an extra empty shell and drilled a hole in it for me

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