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by Rob68k
Sun Mar 17, 2024 8:57 am
Forum: MAME Discussion
Topic: Sega System 2 - Tilemap Palette Selection - Where?
Replies: 1
Views: 1773

Re: Sega System 2 - Tilemap Palette Selection - Where?

It would appear that my certainty that the palette is not embedded in the tile attribute data was misplaced.
It is. It's just not separated and is just determined by the upper bits of the offset.
More coffee required. Or maybe less?
by Rob68k
Fri Mar 15, 2024 9:07 pm
Forum: MAME Discussion
Topic: Sega System 2 - Tilemap Palette Selection - Where?
Replies: 1
Views: 1773

Sega System 2 - Tilemap Palette Selection - Where?

To use the "GFX/TileMap viewer (F4)" context as reference: TILEMAP 1/8 @ 120,8 = GFX0 #5A3:6D The 5A3 is literally a character offset which can be correlated easily in the memory view of VRAM ($e000) but where does the palettes offset of 6D come from? I've spent hours on this and got nowhe...
by Rob68k
Fri Jul 22, 2022 11:04 pm
Forum: MAME Discussion
Topic: Compiling for XCode debugging
Replies: 2
Views: 6205

Re: Compiling for XCode debugging

Unfortunately not.

That's the instructions I followed in order to be able to just build in the terminal using make.

What I'm looking to do is source-level debug the project from within the XCode IDE.

Sorry if I wasn't clear.

Many thanks.
by Rob68k
Mon Jul 18, 2022 8:26 pm
Forum: MAME Discussion
Topic: Compiling for XCode debugging
Replies: 2
Views: 6205

Compiling for XCode debugging

I am interested in seeing how things work beneath the hood on a MacOS build but I've run into issues compiling from the XCode IDE. If this is possible and someone here has done it to the extent where breakpoints can used etc. If be interested to know how much work is required to fix what I have here...

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