Search found 7 matches

by RetroSpark
Wed Oct 30, 2019 5:24 pm
Forum: Other Retro Dev
Topic: Can the Nintendo 64 run code directly from ROM?
Replies: 2
Views: 6699

Can the Nintendo 64 run code directly from ROM?

I've read that the usual way to execute code on the N64 is to use DMA to copy it from ROM into RAM, and then run from RAM. However, it seems that the contents of the ROM are directly visible to the CPU (e.g. from address `0x9000_0000`). Is it possible to run code directly from ROM (as was standard o...
by RetroSpark
Fri Aug 19, 2016 11:07 pm
Forum: Other Retro Dev
Topic: [Master System] Sega Card dumps? (not asking for them)
Replies: 3
Views: 5300

Re: [Master System] Sega Card dumps? (not asking for them)

I see [No-Intro] sets for the Master System and Game Gear, but I don't see one for Sega Cards. [...] were these games ever dumped? If so, did No-Intro just roll them into the Master System ROM set? And if they did that, is there a way to tell them apart via internal ROM header information? I don't ...
by RetroSpark
Sun Apr 26, 2015 3:48 am
Forum: GBDev
Topic: Mystery data (bank footers) in several Game Boy games
Replies: 15
Views: 7482

Re: Mystery data (bank footers) in several Game Boy games

Has anyone set up a debugger breakpoint for any reads from those regions (at the end of every bank) to see if they're being used in real-time? Yes. At least for the Kirby games, the footers are not accessed at run-time. As mentioned, the footer at $07fe0 in both versions of "Kirby's Pinball La...
by RetroSpark
Sat Apr 25, 2015 7:53 am
Forum: GBDev
Topic: Mystery data (bank footers) in several Game Boy games
Replies: 15
Views: 7482

Mystery data (bank footers) in several Game Boy games

I have noticed that several Game Boy games contain a 32-byte footer at the end of one or more 16KB banks. For example, in "Kirby's Pinball Land (USA, Europe)" and "Kirby no Pinball (Japan)": 07fe0: .. C6 01 .. 05 00 .. C1 80 .. C3 F3 .. 8A E8 .. 08 98 .. 11 10 .. 62 00 0ffe0: .. ...
by RetroSpark
Fri Feb 06, 2015 4:16 am
Forum: SNESdev
Topic: SHVC-8PV5B-01 PCB Jumper Settings
Replies: 3
Views: 2253

SHVC-8PV5B-01 PCB Jumper Settings

I have a game on an SHVC-8PV5B-01 prototype PCB, similar to the one pictured here . I have tried to dump this game, but the results of doing so seem to depend on the settings of the jumpers on the PCB. In order to get a good dump, it seems necessary to set these jumpers correctly. Does anyone know w...
by RetroSpark
Tue Feb 03, 2015 3:34 am
Forum: SNESdev
Topic: Were any commercial SNES games written in C?
Replies: 37
Views: 15590

Re: Were any commercial SNES games written in C?

ARM9 wrote:Yes, some were written (at least partially) in C, was that all you wanted to know?
Do you have any examples of games which used C?

Is there a way to know (or to estimate) whether a game made significant use of C, based only on a ROM dump?
by RetroSpark
Tue Feb 03, 2015 2:48 am
Forum: SNESdev
Topic: Were any commercial SNES games written in C?
Replies: 37
Views: 15590

Were any commercial SNES games written in C?

Although many (most?) commercial Sega Genesis games were written in 68000 assembly language, some (including Ecco, The Lion King and Sonic Spinball) were written in C. Are any commercial SNES games known to have been written in C (or another compiled language), or are they all believed to have used ...