HomeForumsWhat's newResources 
 
 
Running SaturnOrbit project on actual hardware?
CarlosTheMover - Aug 9, 2015

 1  2  3  Next> 

 CarlosTheMover Aug 9, 2015
Hi!

I've built an iso based on one of the SaturnOrbit examples (Reinhart's cube) and it runs in Yabause but not on actual hardware using the swap trick. I get the Sega logo but then it tries to read the disk and then falls back to the CD player dashboard.

Is there something I must do to make it work on hardware?

Thanks!

EDIT: Also works in SSF.

 CarlosTheMover Aug 13, 2015
There's nothing to do to make it work? Or asking about it is frowned upon?

 Red Ring Rico Aug 13, 2015
I don't think asking about the process is frowned upon here. If I knew how to do the swap trick, I would be of some assistance, however, I've always used a cartridge-based method (ARP or USB Development Cartridge) to alleviate stress on the Saturn's laser.

 mrkotfw Aug 21, 2015
Stick with the cartridge-based method. You don't want to destroy a CD-ROM drive.

 CarlosTheMover Aug 21, 2015
I've ordered an Action Replay just yesterday, with the intention of flashing it. I've no soldering skills

 mrkotfw Aug 21, 2015

CarlosTheMover said:


If you still have a PC comms link or the DataLink, then you can do it.

The best route is the USB dev-cart.

 CarlosTheMover Aug 21, 2015
I've seen the USB-Cart from PPCenter, but I wasn't sure if was for me. It says it "allow(s) USB-based fast data transfer between your Saturn and PC." but it wasn't clear to me what kind. If I built a homebrew ISO, can I send it to the Saturn through the USB-cart and have it run? Does it have space limitations? What about if the homebrew project is large?

Like I said, I'm not sure what it does, so I don't know what I'd be able to do with it

 mrkotfw Aug 21, 2015
You want to send the binary and upload it to 0x06004000. It's a much faster development cycle.

 CarlosTheMover Aug 21, 2015
What about the gamedata? Stored on a disk?

 mrkotfw Aug 21, 2015

CarlosTheMover said:


You can have your data on a CD and upload your binary. I've never done it myself, though.

Here's the thing though. If your application is very small, why bother with reading from the CD-ROM drive? Why not just store all your data in the binary itself?

 CarlosTheMover Aug 21, 2015
If it's small, sure, keep it all on in the binary. I'm just wondering about how big that binary can be (how big?) and what you can do if you bust the limit.

 mrkotfw Aug 21, 2015

CarlosTheMover said:


Yes, and I would say to worry about that when you get there. You have close to 1MiB or less since you're using the SGL.

Undefined behavior. If you have some data that passes the 1MiB boundary, I believe you'll be reading a mirrored address (wrong data).

 cafe-alpha Aug 24, 2015

mrkotfw said:


It can even be close to 2MB in the case you upload data/watever to LRAM (1MB), then upload&execute main program from HRAM (around 1MB).



mrkotfw said:


I confirm, undefined behavior, and you will wonder why your program don't work as expected until you verify program's .map file contents ^^

 CarlosTheMover Aug 30, 2015
Going back to the original topic, I've written a simple shmup prototype and while it's working in Yabause, it's not booting up at all on actual hardware. I recently got and flashed an Action Replay. I've been able to run non-homebrew ISOs but not my homebrew projects. Any idea?


 antime Aug 30, 2015
Cut down your project to the bare minimum, add back functionality in small increments that you can verify as working on the real hardware.

 vbt Aug 30, 2015
nice work ! which lib are you using ? did you setup cycle patterns ? did you create a valid ip.bin for the iso to boot up ?
send the binary here many people can test with a dev card .

 mrkotfw Aug 31, 2015
If you're reluctant to show us the source, then providing some info on how you set the VDP1 and VDP2 would be helpful.

 CarlosTheMover Aug 31, 2015

  
	
	
Cut down your project to the bare minimum, add back functionality in small increments that you can verify as working on the real hardware.


That's gonna burn a lot of CDs


  
	
	
nice work ! which lib are you using ? did you setup cycle patterns ? did you create a valid ip.bin for the iso to boot up ?
send the binary here many people can test with a dev card .


I'm using SaturnOrbit, I started my project off from the S_9_1 sample, which is a controller background with a hand icon pointing at various buttons when pressed.

I don't know what setup cycle patterns are.

The ip.bin I assume was built automatically through the toolchain. I'd need to verify that.


  
	
	
If you're reluctant to show us the source, then providing some info on how you set the VDP1 and VDP2 would be helpful.


I'll eventually release the code but for this problem, I'll just link to the original project I mentioned at the top of the thread. They're the simplest ones that show the problem.

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

the project code:
https://dl.dropboxusercontent.com/u/17303735/satur...

and the project I worked from:

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

Maybe it is something with the packaging. I'll have to check when I get the time.

If someone can test those on a dev cart, that would be mighty kind!

 CarlosTheMover Sep 1, 2015
Did some more poking around.

The IP.BIN used is indeed a default one from SaturnOrbit. Does it have to be customized?

If I compare Virtua Fighter 2's CD contents with my built ISO, it has the three .txt files and a 0.bin file but the VF2 disk has no 0.bin file. How does the Saturn know which file to load at the start?

EDIT: I noticed a AAAVF2.bin file on the VF2 disk. Maybe it just loads the first file by alphabetical name?

 mrkotfw Sep 1, 2015
I'll test your binary (not .iso) tonight on real hardware.

 1  2  3  Next>