[XCSSA] Any Feb Presentations?
xcssa@xcssa.org
xcssa@xcssa.org
Mon, 12 Feb 2007 08:45:12 -0600
I'm jealous. My wife would kill me if I had all that shit, even confined to
a particular workbench!
Nick
xcssa-admin@xcssa.org wrote:
>
> On Feb 11, 2007, at 7:43 PM, xcssa-admin@xcssa.org wrote:
>
>> I think Thomas King was still planning on the Zimbra presentation... was
>> anyone else going to want to present on anything or not (one week and
>> counting).
>
> Well, it looks like I'll be down there on Monday anyhow, so I'll bring
> my Sega Genesis development gear.
>
> Yes, I finally got tired of working around the limitations of the Atari
> 7800 and ColecoVision. So I tried to figure out what the next viable
> platform was. The Sega Master System was kind of nice, but consoles
> were quite hard to find, and therefore it would have a limited
> audience. The NES had cartridges with two buses, weird (metric) pin
> spacing on the edge connector, any but the simplest cartridges needed a
> "mapper" chip, and then there were the general reliability problems. Oh
> yeah, and I never really liked writing 6502 code.
>
> The next thing in line was the Sega Genesis. It had the good parts of
> the ColecoVision (video has its own bus to avoid hogging the CPU bus)
> and the SMS (like Coleco with 16-color graphic tiles and more sprites),
> and none of the bad parts of the NES (single cartridge bus, lots of
> VRAM, video chip ports that don't change function during the display
> cycle). Plus it had a 68000, which is simply a kick-ass chip to begin
> with, no bank switching (at least not until you hit 4 megabytes), and
> there's still a Z80 in there as a co-processor. The only negative is
> that cartridges need to be 16-bit, which means you need either two
> regular EPROMs or one big 40-pin monster EPROM. After about two months
> of working with it, I think the Sega Genesis is probably the easiest to
> program console there has ever been.
>
> It also helped that I got a floppy disc game copier for the Genesis
> years ago.
>
> What I normally do is test code on an emulator, then when I want to run
> on the real hardware, I write the code image to a floppy disk, stick it
> in the game copier and load it. I also have an RS-232 converter board
> which can plug into any of the controller ports. All three ports (the
> early models had a rear port which was functionally identical to the two
> front ports except for an opposite gender connector) can be set for 4800
> baud serial communication. So I hacked up an old version of Macsbug
> which I can assemble into the code when I need to do some serious
> debugging. I also had a couple of cartridge boards made, so I can burn
> a pair of EPROMs and play on an actual console.
>
> Actually, I didn't have one with a rear port handy, but I had the next
> best thing. I had a later version of the first model which had that
> part of the board unpopulated, so I cleaned out the holes, got the
> appropriate parts from junk boards, and installed them. I also
> installed a male DB-9 port instead of the standard female, so I could
> use the RS-232 board with no changes and no need for a gender changer.
>
> Right now I'm still trying to catch up with what I had working before.
> My ColecoVision RPG is ported over to the same state as it was before,
> except that I still need to port over the Coleco sound routines. I
> updated my assembler so that I could mix code from different CPUs, so
> now I can mix the Z80 and 68000 code, and use the Coleco sound routines
> with minimal changes. And I've started work on porting my Atari 7800
> game "Tubes" to the point where I can make the tiles fall and stack up.
>
> - Bruce -
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