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Sheepshaver svn3/8/2023 ![]() I actually installed Windows using Bochs since it's easier to change floppy disks this way. This is how I use DosBox.ĭosbox works great with Windows 3.1 and adobe Photoshop 4.0 in 24-bit color svga, using S3 software drivers. Surface RT works good with, dosbox and notepad++. Plenty of speed for other software too like dosbox, and it's electrically efficient. Works with Linux, and Sheepshaver should be full speed without machine translation using MacOS 9 since it's PowerPC. I think books about programming for computer processors are probably going to be more simple and straightforward with better results for Mars CD developers, since they specifically target a particular processor. That's probably a good useful link posted about 68000 assembly. ![]() Lots of examples for hardware extensions including firewire, usb and communicating with C.D. has the last updates from August 2001 for MacOS 9 users. Still very useful stuff here for Mars CD development. Unfortunately no Mars stuff here but might be placed elsewhere with pre-y2k Apple developer tools. Supposedly NeXstep developer teams might've outsourced to Apple and or Microsoft during 1996 same time Mars dissipated from the market and MacOS for PowerPC being marketed. and marketing campaign "Welcome to the NeXt Level". Possibly setup by the same team which did the Sega ftp with the developer network, as well as the NeXtstep O.S. For example, this three gigabyte "Apple Macintosh Programmers Workshop" ftp is very similar to the old Sega ftp and has lots of useful tools for core 68000 and other supplements (for both 68000 & PowerPc). Think this had the older non-version 3deditor, mapeditor and sound tools programs for Macintosh, and gnu software (possibly the same gnu assembler to build the same Mars Doom catalogue with the shared Atari Jaguar code).Īpple appears to have a very strong coincidence with Sega during late 1990s with PowerPc. It's the oldest ftp with Mars developer software and other related tools and it was freely available by manual redirection. Please let me know of any backup/mirror to Sega's developer ftp from about 1994. Please help me in that thread if possible. My thread links to the "Macintosh Programmer's Workshop" ftp backup (it's three gigabytes). Possibly of interest is that according to the author's own website he actually worked as a consultant for Sega: Īcted as an expert witness and consultant for Sega, the Japanese games machine manufacturer.įor anyone interested in finding a copy, the fourth edition of the book also contains a chapter on 68K programming, but I don't have that version of the book, so I don't know if its still relevant. Since then I've worked through most of the relevant chapter and while it obviously isn't Sega specific, it does seem to be a good way to get started with learning the 68000 itself. The book includes about 90 pages on 68K programming plus a further 30 pages listing the instructions and what they do. Not too long ago I bought a copy of 'Principles of Computer Hardware' (third edition) by Alan Clements. I know this one isn't a link, but I think its a useful resource anyway and I'm not sure where else to put it. ![]() Just starting on some of your tutorials :DĮDIT: This is awesome! Biggest hurdle was setting up the toolchain. You'll put your own code in the loop, or just before it if you want it to run only once. zip I linked to also has some code to set up the Genesis hardware and make it ready for use, then run in a loop. If there are errors, it will log them to error.log. It should spit out a ROM named output.bin. ![]() All you have to do is write your code in the source.asm file, and double click on make.bat. () It's from one of two really basic tutorials I have on my web site. I use a batch script to automatically run the compiler with all of the correct parameters. Are there any tutorials on that rather than the code side?įor a development environment, I use notepad++ to write code, the exodus emulator for testing, and a 68k ASM compiler. I would like to learn ASM though but the biggest stumbling block is setting up the development environment. I've been using Stef's dev kit for my game and it's fantastic. ![]()
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