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  1. Hi!

    Man, can you do me a HUGE but simple favor?
    Please, just tell if Cyber-Cop (Corporation) works in-game with the 68010. Because I think I found a way to optimize it greatly for the 68010.
  2. So today is your birthday? That's pretty cool!
    Congratulations for your 21st anniversary and you certainly have many, many more to come.

    From the bottom of my heart I just want to say thank you very much for all the insightful and positive things you have created and shared with us. It has pushed me to try to learn new things and also helped me to get in a positive mood about this forum once again.
    Hopefully one day I'll have the opportunity to meet you in real life and have a beer, hahah.

    But, seriously, you've been a inspiring driving force of our community; always bringing fresh new ideas and really cool stuff to us. Thanks a lot, man!
  3. Thanks again, man.

    Yeah, I've been using like 3 or 4 manuals but the officials one usually lack the details which really help us IMO.
    Anyway, I'll share the stuff I have used in the thread.

    Have a nice a week!
  4. Well, here's it:
    https://drive.google.com/file/d/0B0c...ew?usp=sharing

    But like you had said yesterday, it just makes me admire the original programmers, the guys behind those Amiga fixes, etc. a lot more. Because it has been quite a nightmare so far.
    It's sad that the related documentation is so poor. It doesn't even mention a lot of the weirdness we've faced so far.
  5. Wait... There's still some odd stuff there... Just a minute, please. Ignore the last google drive link, please.
  6. Oh, well. 68010 3 x 0 Me, lol!

    But what you said made a lot of sense.
    I quickly found this:http://assemblergames.com/l/threads/...3-feram.35987/

    The Save RAM is using odd addresses; man, the 68010 doesn't like odd address at all AFAIK. Besides the instructions and privilege stuff, it also handles the bus a bit different than thee 68000; some crazy stuff which was allowed with the 68000 isn't allowed anymore with the 68010.

    Anyway, here's some versions with the FeRAM initialization removed (I replaced the move to odd bytes used to init it using nop instructions).
    https://drive.google.com/file/d/0B0c...ew?usp=sharing
  7. But it's still quite bizarre that the previous version only gave you a black screen. Man, I got rid of the RTE instruction almost entirely and didn't use the RTR either. Just RTS and some other stuff which cost me hours and hours of trial and error, researching, etc; it should be 100% compatible with the 68010... what a mess!

    Well, it can also be a combination of a lot of stuff on the Sonic 3/Knucles: the read/writes on odd address thanks to the RAM thing; the drawing functions are way more optimized than the first two games so they really pushed some bizarre stuff there, it seems to really rely on the RTE thing; the VBR feature of the 68010 may be affecting the stack setup/initialization; etc.

    You said my last version worked on the 68000 though. But you may notice a little weirdness if you pause the screen while it has a portion of water on it and Sonic is inside the water.
    That's thanks to the RTE replacement.
  8. Thanks a lot for the ultra quick response.

    What a bummer! I'll have to really dig deeper into these things and also mod one of my MDs prior anything else.
    It sucks no MD emulator has a 68010 option.
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About ComradeOj

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September 6, 1994 (25)
About ComradeOj
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Modded consoles:
Master System (v7040) with s-video & direct AV out
Model 1 with 10mhz overclock & halt switches
Model 1 with 10mhz 68010
Model 2 VA2.3 with unfiltered Mega Amp, & s-video
Model 3 VA1 with compatibility fixes & s-video
32X with s-video
Visit my web site at www.mode5.net
Or my collection of homebrew Genesis games, programs, and music on SEGA-16!

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