What is still unreleased ?

vbt

Staff member
Just wondering what SEGA had more ?


- compilers ?

- libs ?

- tools ?

- other ?


Is there hope to find them ?
 
slinga said:
I haven't personally seen any APIs or docs on coding for the netlink.

Sure, it's missing for dev and maybe it could help to have them for Saturn emu devers (for netlink support on yabause ?). I found only a CV of a guy who worked on libs :


http://www.ogopogo.net/richard/resume.html


Another thing missing is the codescape tools for saturn, there is a downloadable version of the latest release of codescape here(need to register:() :


http://www.codescape.com/codescape.htm


EDIT : download is here :


http://www.codescape.com/download.htm
 
I have an old Crossproducts release of Codescape which IIRC is for the Saturn (it was available via anonymous FTP), but without the hardware it's useless. Getting GDB working would be far more useful.

Yabause emulates the Netlink, so the sources are a good starting point for that.
 
As far as libraries are concerned, there's the ever elusive Cinepak library, libraries for MPEG Sofdec and ADX(I'm guessing they were japan-only) and there's also the Netlink/X-band library.

Oh yeah, there was also at least one or two newer revisions of the SGL that were only used in japan.

I've had at least one person tell me that there was an alternative cd building program that was windows-based for the saturn. I haven't been able to confirm it though.

Quote:

Originally Posted by slinga

I haven't personally seen any APIs or docs on coding for the netlink.



Sure, it's missing for dev and maybe it could help to have them for Saturn emu devers (for netlink support on yabause ?)
Yabause already has working Netlink support, thank you very much. :)

Actually, it's fairly easy to write code for it in general as it's pretty much the same as modem programming on a regular PC. The only real differences are that you have to write 0xFF to 0x2582503D after each modem register access(I'm not really sure why). And to use the modem interrupt, you

first have to setup the SCU/SH2 to receive interrupts on External interrupt 12(vector 0x5C).

Cyber Warrior X
 
CyberWarriorX said:
Yabause already has working Netlink support, thank you very much. :)

To which degree is the Netlink emulated by Yabause?

CyberWarriorX said:
Actually, it's fairly easy to write code for it in general as it's pretty much the same as modem programming on a regular PC. The only real differences are that you have to write 0xFF to 0x2582503D after each modem register access(I'm not really sure why). And to use the modem interrupt, you

first have to setup the SCU/SH2 to receive interrupts on External interrupt 12(vector 0x5C).

Cyber Warrior X

Is there some documentation about which modem registers exist and in which manner to use them? I own a japanese Netlink modem, it would be nice to play with it...
 
To which degree is the Netlink emulated by Yabause?
Well, there's basically enough support that two of the same games using netlink could connect to each other and you could play a multiplayer game. I still have to work out the interface so it's easy to setup for people, but technically you could play a game over the internet between two instances of yabause.

Is there some documentation about which modem registers exist and in which manner to use them? I own a japanese Netlink modem, it would be nice to play with it...
There's the yabause wikini:

http://yabause.free.fr/wikini/wakka.php?wiki=Netlink

I don't have an X-band modem, so I can't really tell you how the hardware differs, if it all.
 
Back
Top