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  1. mrkotfw

    SDLoader v0.12: run binaries from SD Card and backup/restore saves

    This looks great! I take it that your SD card adapter has a 5v to 3.3v convert built in? If so, which one did you purchase?
  2. mrkotfw

    Does anyone have a GREEN USB DataLink Revision they're willing to part with?

    I'm interested in buying a GREEN LED USB DataLink so I can fully test the device for my tool. I have the documentation and implementation, but I'd like to physically test it. If anyone is willing to part with it, please let me know.
  3. mrkotfw

    Makefile creation help!

    Similar to the issues you've opened on GitHub for libyaul (and other projects), I've asked you to provide detailed information regarding your issues.
  4. mrkotfw

    Makefile creation help!

    Copy any example and edit the Makefile, along with the main .c file.
  5. mrkotfw

    Open Source *nix Saturn Assemblers Options?

    The GNU assembler is an option. You can also look to see if there are any 32X ones... Worst case, you take an existing assembler and add SH-2 support. You don't need anything special. It's just a raw binary.
  6. mrkotfw

    Communication port information

    How much did all of this cost? This would be good to have for people who don't have access to a USB dev cart.
  7. mrkotfw

    SEGA Saturn 26th Anniversary Game Competition

    What first started as a port of ndiddy's code base from SBL to Yaul, ended up as a new-ish game with major changes to the code base. Sound may not work on real hardware. If the game does not work on real hardware, please run via Mednafen. Original code base: shicky256/saturndevsbl
  8. mrkotfw

    Translating Baroque

    Thanks for sharing.
  9. mrkotfw

    Game BASIC for Sega Saturn: in-depth guide

    This is great to see! Thanks for writing the articles.
  10. mrkotfw

    Translating Baroque

    If it spews garbage, then the strings have to be terminated by some value? Is it zero?
  11. mrkotfw

    Translating Baroque

    Good to know it's very straight forward format. Hopefully that's all there is to it. Looking forward to seeing a video.
  12. mrkotfw

    Translating Baroque

    Awesome! Could you describe the format for those files? Is it just plain text? Any special way to parse these files? Do you know how the game draws text?
  13. mrkotfw

    VDP1 sprites priority

    It's confusing, really. The priority bits in the color bank code (VDP1) is an index into the sprite register priority (VDP2). So let's say you set sprite register #0 to be 7, sprite register #5 to be 2. In your VDP1 command table, if your priority bit(s) is 0, then your sprite will have a...
  14. mrkotfw

    Using Extended RAM Cartridge to boost data loading

    The ports themselves might just be fundamentally broken, as is the case with SS SoTN. But it would be interesting to start a quick decompilation to see if there are any clues as to what they're doing.
  15. mrkotfw

    Trying to build and run a working Saturn sample program

    Use Jo-engine to get started. It looks like you're on the wrong path (for now). https://www.jo-engine.org/tutorial/
  16. mrkotfw

    VDP1 manual errata

    Shouldn't the correction on pg. 40 where it's written: "If the timing for frame change is known in advance in normal or high resolution screen modes, specify erase then change and perform erase/write during the display period. In this case, erase/write of the entire display screen is possible."...
  17. mrkotfw

    VDP1 manual errata

    pg. 39 where it says "Set the value of the VBE and FCT bits to "0.", it should be "Set the value of the VBE, FCM, and FCT bits to "0."
  18. mrkotfw

    VDP1 manual errata

    Thank you for this. Curious, how were the errors regarding the frame erase/change found?
  19. mrkotfw

    Ninpen Manmaru English Patched?

    There may not be enough people to help out, but I think @cafe-alpha knows Japanese. Maybe also post your question on r/SegaSaturn?
  20. mrkotfw

    VDP1 sprites priority

    Identify the command table that corresponds to the in-game characters. In the word that @antime described, it should tell you whether it's actual color bank code, or a CLUT which could contain color bank codes. From that, find what sprite type the VDP2 is set to. From there you can figure out...
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