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Running SaturnOrbit project on actual hardware? |
CarlosTheMover - Aug 9, 2015 |
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CarlosTheMover | Aug 13, 2015 | |||
There's nothing to do to make it work? Or asking about it is frowned upon? |
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 | |||||
If you still have a PC comms link or the DataLink, then you can do it. The best route is the USB dev-cart. |
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? |
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 | |||||
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 | |||||||||
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).
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 | ||||||||||
That's gonna burn a lot of CDs
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.
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. |
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