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MD game using no RAM

Discussion in 'General Sega Discussion' started by TmEE, Jan 11, 2009.

  1. TmEE

    TmEE

    Master of OPL3-SA2/3 Tech Member
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    T-04YBSC-A !
  2. Yuzu

    Yuzu

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    Woah, that's amazing. The only complaint I could say is there isn't much speed to increase in(unless it requires a lot of button bashing) and that the opponent is lagging while you're smooth.
     
  3. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    Actually it seems to be that it moves too much, then it stops to compensate =P

    By the way, I was the one who proposed this challenge to him :)
     
  4. Andlabs

    Andlabs

    「いっきまーす」 Wiki Sysop
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    Writing my own MD/Genesis sound driver :D
    </porn-rom-discussion>. And I'm serious.

    Really cool, Tiido! I'll have to play this often.

    Idea for next RAM-less game, if anyone wants to do it: self-modifying code, along the lines of (pseudocode)

    Code (Text):
    1. Function numberOfChaosEmeralds
    2. ChaosEmeraldNumber:
    3.     Return 0
    4. End Function
    5. Function gotEmerald
    6.     Poke(ChaosEmeraldNumber + NumberOfBytesInReturnOpcode, Peek(ChaosEmeraldNumber + NumberOfBytesInReturnOpcode) + 1)
    7. End Function
     
  5. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    Self-modifying code requires RAM usage =P
     
  6. Andlabs

    Andlabs

    「いっきまーす」 Wiki Sysop
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    Writing my own MD/Genesis sound driver :D
    How? You're modifying the code segment, not the data segment. Code is in the ROM, data in the RAM. And yes, I know the Genesis isn't a segmented system, but still.
     
  7. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    ROM can't be modified :)
     
  8. Tweaker

    Tweaker

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    I've split off the porn ROM discussion. If you can't talk about a RAM-less Mega Drive game for more than 6 posts, it must not be that impressive. :psyduck:

    Get back on topic, please.
     
  9. muteKi

    muteKi

    Fuck it Member
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    We're just desperate nerdy guys who are easily distracted is all.

    This is pretty cool though. I guess you're not counting like VRam or anything in RAM? How does it check for player input?
    Am I just splitting hairs?
     
  10. nineko

    nineko

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    I guess he's directly throwing $A10003's contents to the registers. Sonic 1 does that too, except that it later moves the joystick's state to $FFFFF604 and above. But you don't need to.
    This is just my guess anyway, maybe I'm wrong.
     
  11. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    The game has all variables into the 68k registers, yes. That's 64 bytes of useable memory for the processor (since RAM can't be used, the stack can't either, so a7 is pretty much another address register for the matter - this means no subroutines nor interrupts too).