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Project to learn how to implement a game engine for the Sega Genesis/Mega Drive.

License: GNU General Public License v3.0

Java 43.74% Assembly 54.43% Shell 0.27% C++ 1.56%
sega-genesis sega sega-mega-drive 68000 megadrive sega-megadrive m68k mega-drive

ultradrive's Introduction

UltraDrive

Project to learn how to implement a game engine for the Sega Mega Drive/Genesis.

How to run

Prerequisites

The following tools should be on your PATH

  • BlastEm emulator
  • megalink (Mega EverDrive PRO)
  • ASM68K
  • java (>=11)
  • maven (>=3)
  • sh/bash to run the provided scripts

Build MapConvert

To build the Tiled map conversion tool run the script ./build_tools.sh

Run directly from Tiled

  • Open the Tiled project workspace file in ./game/assets/map/
  • Press alt+r to compile and run the currently open/focussed map in BlastEm
  • Press alt+d to compile with debug features enabled and run currently open/focussed map in BlastEm
  • Press alt+x to compile and run the currently open/focussed map via the Mega EverDrive Pro on real hardware

Run on real hardware using any flashcard

Create a ROM image ultradrive.bin by running the following command from the source root: asm68k.exe /p .\assembly.asm,ultradrive.bin. Put ultradrive.bin on the flash card and run from there.

Debug build

This adds Gens KMod debug support (Debug message and timers) available in supported emulators.

Run asm68k from the command line in the source root: asm68k.exe /p /e "DEBUG='GENS'" .\assembly.asm,ultradrive.bin

This produces a ROM image ultradrive.bin which can be loaded in an emulator that supports the kmod debug protocol.

Controls

  • dpad: move player sprite
  • button a: press to initiate manually triggered tileset animations
  • button b: hold to disable collision detection
  • button c: hold to move fast
  • button x: move water level up
  • button y: move water level down

Example

UltraDrive test map running in BlastEm

ultradrive's People

Contributors

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