MD game using no RAM at all

Discussion in 'Sega Discussion' started by TmEE, Jan 12, 2009.

  1. TmEE

    TmEE Peppy Member

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    skavenger216 likes this.
  2. PhreQuencYViii

    PhreQuencYViii Champion of the Forum

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  3. skavenger216

    skavenger216 Familiar Face

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    Am i correct in assuming that you coded this, TmEE?? If so then kudos:thumbsup:
     
  4. TmEE

    TmEE Peppy Member

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    My avatar should tell enough that I made it :p

    TµEE on that, TµEE in the game... also mentioning of Tiido (which is my real name) and my email address and my ultr@ outdated website :)
     
  5. ASSEMbler

    ASSEMbler Administrator Staff Member

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    You should make a kit so people can embed it in the genesis like sms snail game.
     
  6. Alchy

    Alchy Illustrious Member

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  7. TmEE

    TmEE Peppy Member

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    When I could get manufactured PCBs in an inexpensive manner, this is certainly doable... a lot of wires is needed though, little over 30 I think...
     
  8. Alchy

    Alchy Illustrious Member

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    What a constructive, well-reasoned comment.
     
  9. Calpis

    Calpis Champion of the Forum

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    So you don't even use the stack (subroutines, interrupts)?
     
    Last edited: Jan 17, 2009
  10. TmEE

    TmEE Peppy Member

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    No stack, no subroutines, no interrupts.

    I actually use subroutines, but not using CPU subroutine instructions...

    LEA ExitPoint, A7
    JMP DoStuff
    ExitPoint:
    ....

    DoStuff:
    JMP(A7)
     
  11. retro

    retro Resigned from mod duty 15 March 2018

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    That's pretty impressive - good job!

    Avatars don't really mean anything. I didn't invent Peach or Wario ;-) lol
     
  12. Jamtex

    Jamtex Adult Orientated Mahjong Connoisseur

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    Although you do a fine line in hentai games featuring Weach and Pario. :p
     
  13. TmEE

    TmEE Peppy Member

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    some people are expecting me to make a porn ROM for MD that uses no RAM on Sonic Retro :p
    I actually have made one that uses some bytes of RAM though...
     
  14. Piglet

    Piglet Spirited Member

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    I've always respected people who can code so that it is fully relocatable. I did some on the C64 for a machine-code monitor. I created all the JMP and JSR instructions using a routine that POPed the PC and added offsets. Slow, but fine for what it did.
    There are a surprising number of C64 games that left a monitor inside them. Tony Crowther and Jeff Minter are particular fans of leaving stuff in their code.

    The code uses no ram, but I assume you must have used some video-RAM? Pretty unavoidable.

    Don't forget all you MD coders, the YM sound chip has 6 channels numbered 0,1,2,4,5,6 because it was a cut-down 8 channel chip.
     
  15. TmEE

    TmEE Peppy Member

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    Despite that, channels are still going from 0...2 and 3...5 in my sound engine.... actually 0...2 and 0...2 (there's quite a bit of "double code" to achieve max performance).
     
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