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Thread: M68K for DC

                  
   
  1. #241
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    Default Re: M68K for DC

    i tried to compile GenPlus again and got far until i got this error in c68kexec.c:1928 - Internal Error: Segmentation Fault.
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  2. #242
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    Default Re: M68K for DC

    [quote author=quzar link=board=dcemu;num=1083323639;start=240#240 date=06/21/04 at 21:56:52]i tried to compile GenPlus again and got far until i got this error in c68kexec.c:1928 - Internal Error: Segmentation Fault.[/quote]

    It sometime happened to me... did you overclocked your CPU ? ^^
    Just try to recompile it and be sure you have enough memory
    Normally you can compile the GenesisPlus DC soucrs without any changes, the last archives is here :
    http://gens.consolemul.com/download/GenPlus_DC.zip

    It include the last version of C68K and cpu interface

    I just downloaded NeoCD sources... i'll see what i can do with it

  3. #243
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    Default Re: M68K for DC

    How do i compile it? Maybe there is something I dont have... I see a standard makefile in here, but it says nothing about c68k and the makefile for the m68k that this makefile requires is missing... maybe GenPlus.dev is what im supposed to use?
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  4. #244
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    Default Re: M68K for DC

    Stef - I'm trying to integrate C68k into a modified version of Genesis Plus using hardware VDP emulation. Just a quick question - do I need to link to any of Musashi, or is it enough to just link to C68k? As far as I can see, nothing should still be using Musashi, but I can't really be sure.

  5. #245
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    Default Re: M68K for DC

    the interface he created allows for musashi and c68k to be switched with one define change. but as long as you have it defined to use c68k you dont need anything from musashi (to be linked in)
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  6. #246
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    Default Re: M68K for DC

    Got it working now (Musashi is linked in at the moment)

  7. #247
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    Default Re: M68K for DC

    As said Quzar, Musashi is still linked in the project since i'm passing by a CPU interface (cpu68k.c) to easily change from musashi to C68K...

    You're making a really nice job with your PVR accelerated VDP core i think your version with C68K should be pretty fast without sound enable (always >= 60 FPS).. i think now the slowest part is the sound generation

  8. #248
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    Default Re: M68K for DC

    The Z80/Sound is definitely the slowest part now. Without sound, every single game I've tested runs at 60FPS, with varying degrees of graphical incorrectness.

    I'm going to have another crack at the sound code (the bit that interfaces with the DC sound hardware), and try to make it more tolerant of changes in framerate. Combined with limited auto frameskip (mostly to smooth out the odd frame which takes just over 1/60th of a second), that should make most games playable with sound enabled. And it sound so much better than Sega's Smash Pack...

  9. #249

    Default Re: M68K for DC

    @both of you: please get in contact with Heliophobe as he's working on some YM sound optimizations for DC:

    That said, I am rewriting a bunch of it... I realize the way I'm doing it drums are going to slow things down a lot more than I had anticipated. Not that it needs to be really fast but I'm hoping to come up with some speedup techniques that could be applied to emulation of the 4-op family of Yamaha synth chips (as used in the YM2612 and YM2151(?) in the Genesis, Neo Geo, and many arcade systems). --no guarantees of course.
    Maybe his findings could be implemented in the Gens YM2612 core?

    Chris

  10. #250
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    Default Re: M68K for DC

    I uploaded a new version Â*of the C68K sources here :
    http://gens.consolemul.com/download/c68k_src.zip

    I also updated the precompiled version for NeoCD :
    http://gens.consolemul.com/download/c68k_bin_neocd.zip

    Here's what is new in this version :
    - RTE instruction fixed (change user mode)
    - xBCD instructions fixed.

    I made the fix really quickly so i hope it's ok... i'm really busy with my personnal life these last days... sorry for being so long for the update.

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