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		<title><![CDATA[Freeplaytech Forum - All Forums]]></title>
		<link>https://forum.freeplaytech.com/</link>
		<description><![CDATA[Freeplaytech Forum - https://forum.freeplaytech.com]]></description>
		<pubDate>Wed, 22 Apr 2026 04:06:56 +0000</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[Accessing memory over 0x200000]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5509</link>
			<pubDate>Mon, 20 Apr 2026 17:28:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5833">Ahchay</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5509</guid>
			<description><![CDATA[I'm working on a racing game prototype at the minute and this generates a *lot* of graphic data - it's not very exciting or varied, but think one 160x96 bitmap for every road direction multiplied by a number of frames to make it look like it's moving<br />
<br />
Works like a charm, but I'm bashing against compilers 2mib limit<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>tulink.exe -la -o ROADRUNNER.abs ngpc.lcf main.rel library.rel vgmplayer.rel spritemanager.rel title.rel player.rel road.rel roadrunner.rel<br />
Toshiba Unified Linker (32) V2.0p<br />
(C)Copyright TOSHIBA CORPORATION 1993-2009  All rights reserved<br />
<br />
TULINK-Error-210: "far_const" at "0x200000" won't fit into configured memory<br />
TULINK-Error-201: "far_code" enters unconfigured memory at "0x414F76"<br />
TULINK-Error-201: "far_data" enters unconfigured memory at "0x417FDE"<br />
make: *** [makefile:14: ROADRUNNER.ngp] Error 127</code></div></div><br />
Is there a way I can push all of this boring graphical data into the 0x200000 to 0x3fffff range?<br />
<br />
I can see how I could build a file containing the data and then just append it to the compiled .NGP file, and then figure out how to stream it back into the game - but that seems a lot of effort towards an uncertain goal at the moment<br />
<br />
Link to a (sort of) playable version here - <a href="https://ahchay.com/NGPC/Play.html?ROMId=ROADRUNNER.ngp" target="_blank" rel="noopener" class="mycode_url">ahchay.com/NGPC/Play.html?ROMId=ROADRUNNER.ngp</a><br />
<br />
Currently, I'm skipping every other frame in order to fit it into memory - honestly, it's probably good enough, but I'd like to have a crack at it before deciding whether to generate slightly more interesting landscapes]]></description>
			<content:encoded><![CDATA[I'm working on a racing game prototype at the minute and this generates a *lot* of graphic data - it's not very exciting or varied, but think one 160x96 bitmap for every road direction multiplied by a number of frames to make it look like it's moving<br />
<br />
Works like a charm, but I'm bashing against compilers 2mib limit<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>tulink.exe -la -o ROADRUNNER.abs ngpc.lcf main.rel library.rel vgmplayer.rel spritemanager.rel title.rel player.rel road.rel roadrunner.rel<br />
Toshiba Unified Linker (32) V2.0p<br />
(C)Copyright TOSHIBA CORPORATION 1993-2009  All rights reserved<br />
<br />
TULINK-Error-210: "far_const" at "0x200000" won't fit into configured memory<br />
TULINK-Error-201: "far_code" enters unconfigured memory at "0x414F76"<br />
TULINK-Error-201: "far_data" enters unconfigured memory at "0x417FDE"<br />
make: *** [makefile:14: ROADRUNNER.ngp] Error 127</code></div></div><br />
Is there a way I can push all of this boring graphical data into the 0x200000 to 0x3fffff range?<br />
<br />
I can see how I could build a file containing the data and then just append it to the compiled .NGP file, and then figure out how to stream it back into the game - but that seems a lot of effort towards an uncertain goal at the moment<br />
<br />
Link to a (sort of) playable version here - <a href="https://ahchay.com/NGPC/Play.html?ROMId=ROADRUNNER.ngp" target="_blank" rel="noopener" class="mycode_url">ahchay.com/NGPC/Play.html?ROMId=ROADRUNNER.ngp</a><br />
<br />
Currently, I'm skipping every other frame in order to fit it into memory - honestly, it's probably good enough, but I'd like to have a crack at it before deciding whether to generate slightly more interesting landscapes]]></content:encoded>
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		<item>
			<title><![CDATA[NGPCraft - nocode engine]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5507</link>
			<pubDate>Fri, 27 Mar 2026 09:47:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=59">sodthor</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5507</guid>
			<description><![CDATA[See it here:<br />
<a href="https://www.reddit.com/r/EmuDev/comments/1s4ih9e/ngpcraft_a_modern_neo_geo_pocket_color_dev/" target="_blank" rel="noopener" class="mycode_url">https://www.reddit.com/r/EmuDev/comments...color_dev/</a>]]></description>
			<content:encoded><![CDATA[See it here:<br />
<a href="https://www.reddit.com/r/EmuDev/comments/1s4ih9e/ngpcraft_a_modern_neo_geo_pocket_color_dev/" target="_blank" rel="noopener" class="mycode_url">https://www.reddit.com/r/EmuDev/comments...color_dev/</a>]]></content:encoded>
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			<title><![CDATA[New* flash cart - gamebank retrodamper]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5506</link>
			<pubDate>Thu, 05 Feb 2026 12:29:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5833">Ahchay</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5506</guid>
			<description><![CDATA[Might not be new, gamebank have been around for a while, but I've not seen these before<br />
<br />
Similar to the older style bung carts I think - a proper dump/flash one game at a time, so not as flexible as either the flashmasta or the retroHQ gamedrive, but they're cheap and easily available. Hand made by the looks of things, but the quality is decent and support excellent. I had trouble flashing roms at first, but they patched the software within a couple of days<br />
<br />
Main website: <a href="https://www.gamebank-web.com/" target="_blank" rel="noopener" class="mycode_url">ゲームバンクウェブドットコム Gamebank-web.com レトロダンパー 吸い出し レミュレータ DIY ツクール 魑魅魍魎</a><br />
<br />
Available on amazon.co.jp - they ship internationally, but obviously shipping charges are quite high<br />
<a href="https://www.amazon.co.jp/-/en/%E3%83%AC%E3%83%88%E3%83%AD%E3%83%80%E3%83%B3%E3%83%91%E3%83%BC-%E3%83%8D%E3%82%AA%E3%82%B8%E3%82%AA%E3%83%9D%E3%82%B1%E3%83%83%E3%83%88%E7%94%A8%E3%80%8CNGP-%E3%83%95%E3%83%A9%E3%83%83%E3%82%B7%E3%83%A5%E3%82%AB%E3%83%BC%E3%83%88%E3%83%AA%E3%83%83%E3%82%B8%E3%80%8D-%E3%82%B2%E3%83%BC%E3%83%A0%E3%83%90%E3%83%B3%E3%82%AF%E3%82%A6%E3%82%A7%E3%83%96%E3%83%89%E3%83%83%E3%83%88%E3%82%B3%E3%83%A0-Gamebank-web-com/dp/B0CWF2K39Z" target="_blank" rel="noopener" class="mycode_url">https://www.amazon.co.jp/-/en/%E3%83%AC%...B0CWF2K39Z</a><br />
<br />
And the dumper itself <a href="https://www.amazon.co.jp/-/en/dp/B0D53G4FWS" target="_blank" rel="noopener" class="mycode_url">https://www.amazon.co.jp/-/en/dp/B0D53G4FWS</a><br />
<br />
I bought the dumper and two carts for just shy of £90, so even with shipping it's a reasonably cost effective way of getting games running on the real consoles - there is a maximum order quantity of 2 though]]></description>
			<content:encoded><![CDATA[Might not be new, gamebank have been around for a while, but I've not seen these before<br />
<br />
Similar to the older style bung carts I think - a proper dump/flash one game at a time, so not as flexible as either the flashmasta or the retroHQ gamedrive, but they're cheap and easily available. Hand made by the looks of things, but the quality is decent and support excellent. I had trouble flashing roms at first, but they patched the software within a couple of days<br />
<br />
Main website: <a href="https://www.gamebank-web.com/" target="_blank" rel="noopener" class="mycode_url">ゲームバンクウェブドットコム Gamebank-web.com レトロダンパー 吸い出し レミュレータ DIY ツクール 魑魅魍魎</a><br />
<br />
Available on amazon.co.jp - they ship internationally, but obviously shipping charges are quite high<br />
<a href="https://www.amazon.co.jp/-/en/%E3%83%AC%E3%83%88%E3%83%AD%E3%83%80%E3%83%B3%E3%83%91%E3%83%BC-%E3%83%8D%E3%82%AA%E3%82%B8%E3%82%AA%E3%83%9D%E3%82%B1%E3%83%83%E3%83%88%E7%94%A8%E3%80%8CNGP-%E3%83%95%E3%83%A9%E3%83%83%E3%82%B7%E3%83%A5%E3%82%AB%E3%83%BC%E3%83%88%E3%83%AA%E3%83%83%E3%82%B8%E3%80%8D-%E3%82%B2%E3%83%BC%E3%83%A0%E3%83%90%E3%83%B3%E3%82%AF%E3%82%A6%E3%82%A7%E3%83%96%E3%83%89%E3%83%83%E3%83%88%E3%82%B3%E3%83%A0-Gamebank-web-com/dp/B0CWF2K39Z" target="_blank" rel="noopener" class="mycode_url">https://www.amazon.co.jp/-/en/%E3%83%AC%...B0CWF2K39Z</a><br />
<br />
And the dumper itself <a href="https://www.amazon.co.jp/-/en/dp/B0D53G4FWS" target="_blank" rel="noopener" class="mycode_url">https://www.amazon.co.jp/-/en/dp/B0D53G4FWS</a><br />
<br />
I bought the dumper and two carts for just shy of £90, so even with shipping it's a reasonably cost effective way of getting games running on the real consoles - there is a maximum order quantity of 2 though]]></content:encoded>
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			<title><![CDATA[both ngpc don't switch on]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5505</link>
			<pubDate>Tue, 03 Feb 2026 18:51:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=59">sodthor</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5505</guid>
			<description><![CDATA[Maybe it s time to retire...]]></description>
			<content:encoded><![CDATA[Maybe it s time to retire...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What (if anything) are you all working on?]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5503</link>
			<pubDate>Thu, 18 Dec 2025 18:35:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5833">Ahchay</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5503</guid>
			<description><![CDATA[Retro Gamer mag in the uk said some very nice things about my DDMR game, avs have offered me an interview in the new year to talk about the ngpc homebrew scene<br />
<br />
I don't think it'll be that extensive (i think their dev profiles are like half a page max) but i would like to shout out any other projects that might be coming along - anyone got anything on the boil?]]></description>
			<content:encoded><![CDATA[Retro Gamer mag in the uk said some very nice things about my DDMR game, avs have offered me an interview in the new year to talk about the ngpc homebrew scene<br />
<br />
I don't think it'll be that extensive (i think their dev profiles are like half a page max) but i would like to shout out any other projects that might be coming along - anyone got anything on the boil?]]></content:encoded>
		</item>
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			<title><![CDATA[Framework v4?]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5502</link>
			<pubDate>Thu, 04 Dec 2025 18:39:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5833">Ahchay</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5502</guid>
			<description><![CDATA[It's been an age since there's been an official update to the c framework<br />
<br />
I've got a bunch of small improvements that I've used in my more recent projects, and of course there's winteriscoming's vgm driver<br />
<br />
Would there be any interest in sorting out an update to the framework to bring it a little more up to date? Happy to collaborate of anyone has any ideas for input]]></description>
			<content:encoded><![CDATA[It's been an age since there's been an official update to the c framework<br />
<br />
I've got a bunch of small improvements that I've used in my more recent projects, and of course there's winteriscoming's vgm driver<br />
<br />
Would there be any interest in sorting out an update to the framework to bring it a little more up to date? Happy to collaborate of anyone has any ideas for input]]></content:encoded>
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		<item>
			<title><![CDATA[NGPC video encoding tutorial]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5501</link>
			<pubDate>Wed, 05 Nov 2025 18:58:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=6927">NeoGeoFreak2004</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5501</guid>
			<description><![CDATA[Hi everybody, sorry if i post this in the wrong channel. but i just wanted to let you guys know that i just made a tutorial for encoding videos to the neogeo pocket color. NOTE: this will only work on the neogeo pocket color, not the monochrome NGP system. so have fun with my tutorial! <br />
PS: this is using sodthor's (huge shoutout to him for making the tools) conversion tools btw.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.freeplaytech.com/images/attachtypes/pdf.gif" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1381" target="_blank" title="">How to convert videos for the NeoGeo Pocket Color.pdf</a> (Size: 63.13 KB / Downloads: 4)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi everybody, sorry if i post this in the wrong channel. but i just wanted to let you guys know that i just made a tutorial for encoding videos to the neogeo pocket color. NOTE: this will only work on the neogeo pocket color, not the monochrome NGP system. so have fun with my tutorial! <br />
PS: this is using sodthor's (huge shoutout to him for making the tools) conversion tools btw.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.freeplaytech.com/images/attachtypes/pdf.gif" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1381" target="_blank" title="">How to convert videos for the NeoGeo Pocket Color.pdf</a> (Size: 63.13 KB / Downloads: 4)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[how to include backgrounds in my neogeo pocket color projects?]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5500</link>
			<pubDate>Thu, 16 Oct 2025 19:31:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=6927">NeoGeoFreak2004</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5500</guid>
			<description><![CDATA[Hi everyone so anyways I'm planning on making a demo, but I want to show backgrounds so how do I convert the backgrounds using the ngpc image processor &amp; include them in my projects? &amp; im sorry if I sound like a big noob. Seriously though im not good at coding so there's that. Anyways enough rambling. thanks and have a great day]]></description>
			<content:encoded><![CDATA[Hi everyone so anyways I'm planning on making a demo, but I want to show backgrounds so how do I convert the backgrounds using the ngpc image processor &amp; include them in my projects? &amp; im sorry if I sound like a big noob. Seriously though im not good at coding so there's that. Anyways enough rambling. thanks and have a great day]]></content:encoded>
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		<item>
			<title><![CDATA[Don't Die Mr Robot Pocket]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5499</link>
			<pubDate>Tue, 16 Sep 2025 21:00:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5833">Ahchay</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5499</guid>
			<description><![CDATA[Hey all,  after floundering on defenderoids,I needed a palette cleanser so I picked up an old half started project from a few years ago and I think it might be the best thing I've ever done on the ngpc<br />
<br />
It's a demake of the excellent DDMR by infinite state games - a cracking game if you're not aware of it, sort of a pacifist robotron<br />
<br />
Dev has flown by and this has taken less than two weeks - roped in Mike from ISG for the music and sfx and I think you'll like the end result<br />
<br />
The release candidate is on my website at <a href="https://ahchay.com/NGPC/index.html?blogid=Projects" target="_blank" rel="noopener" class="mycode_url">https://ahchay.com/NGPC/index.html?blogid=Projects</a><br />
<br />
Would appreciate any feedback you lot might have<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.freeplaytech.com/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1379" target="_blank" title="">t90p7t0oppiw.png</a> (Size: 15.29 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hey all,  after floundering on defenderoids,I needed a palette cleanser so I picked up an old half started project from a few years ago and I think it might be the best thing I've ever done on the ngpc<br />
<br />
It's a demake of the excellent DDMR by infinite state games - a cracking game if you're not aware of it, sort of a pacifist robotron<br />
<br />
Dev has flown by and this has taken less than two weeks - roped in Mike from ISG for the music and sfx and I think you'll like the end result<br />
<br />
The release candidate is on my website at <a href="https://ahchay.com/NGPC/index.html?blogid=Projects" target="_blank" rel="noopener" class="mycode_url">https://ahchay.com/NGPC/index.html?blogid=Projects</a><br />
<br />
Would appreciate any feedback you lot might have<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.freeplaytech.com/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1379" target="_blank" title="">t90p7t0oppiw.png</a> (Size: 15.29 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Wav Music player for neogeo pocket?]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5498</link>
			<pubDate>Sun, 07 Sep 2025 13:41:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=6927">NeoGeoFreak2004</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5498</guid>
			<description><![CDATA[Hi there everyone,  sorry if I post this in the software dev channel instead of the homebrew channel, but quick question. i want to play wav music on my ngpc but idk how to convert the music to a rom file that will play nicely on a ngpc flash cart. Any way I could do that. Thanks and have a great day]]></description>
			<content:encoded><![CDATA[Hi there everyone,  sorry if I post this in the software dev channel instead of the homebrew channel, but quick question. i want to play wav music on my ngpc but idk how to convert the music to a rom file that will play nicely on a ngpc flash cart. Any way I could do that. Thanks and have a great day]]></content:encoded>
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			<title><![CDATA[Neotile issue]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5497</link>
			<pubDate>Tue, 02 Sep 2025 18:21:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=6927">NeoGeoFreak2004</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5497</guid>
			<description><![CDATA[Hi there everyone, so anyways I have a issue with neotile.  When I create a sprite and add it into my code. It makes the sprite tint. Do any of you know how to make bigger sprites in the program (eg. 32x32)?<br />
Ps: one more question before I go. Can I create backgrounds with neotile? Thanks and have a great day.]]></description>
			<content:encoded><![CDATA[Hi there everyone, so anyways I have a issue with neotile.  When I create a sprite and add it into my code. It makes the sprite tint. Do any of you know how to make bigger sprites in the program (eg. 32x32)?<br />
Ps: one more question before I go. Can I create backgrounds with neotile? Thanks and have a great day.]]></content:encoded>
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		<item>
			<title><![CDATA[ID of cart based on size]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5495</link>
			<pubDate>Sun, 13 Jul 2025 16:57:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5953">KanedaFr</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5495</guid>
			<description><![CDATA[Analysis based on method found at ff30f8 (so 0x30F8 in BIOS)<br />
<br />
This was probably already shared but something bugged me so I looked at it myself.<br />
=&gt; Does the manufucter code is related to size or any size could be used with any manufacturer ?<br />
Please correct me!!!<br />
<br />
To read info about current ROM, BIOS first enable CFI<br />
write 0xAA at 0x??5555<br />
write 0x55 at 0x??2AAA<br />
write 0x90 at 0x??5555<br />
<br />
First read a 0x??0000 is manufacture code<br />
- 0x98 -&gt; Toshiba<br />
- 0xEC -&gt; Samsung<br />
- 0xB0 -&gt; Sharp<br />
<br />
Read custom Id at 0x??0003<br />
- byte should a value between 0x80 to 0x87<br />
<br />
Read size at 0x??0001<br />
- 0xAB -&gt; 512K -&gt; 10th block reserved for system (see BIOS 0x2EC0)<br />
- 0x2C -&gt; 1M -&gt; 18th<br />
- 0X2F -&gt; 2M -&gt; 34th<br />
<br />
Read custom id at 0x??0002<br />
- at 0x200000+ (lo ROM), this value should be the same for EACH block, else game will reset<br />
- at 0x800000+ (hi ROM), if it's 1, it seems to enable developer mode, with auto watchdog clear, etc.... (see BIOS 0x1DC0)<br />
<br />
<br />
<br />
Based on this, it seems there is no link between manufacturerID and sizeID]]></description>
			<content:encoded><![CDATA[Analysis based on method found at ff30f8 (so 0x30F8 in BIOS)<br />
<br />
This was probably already shared but something bugged me so I looked at it myself.<br />
=&gt; Does the manufucter code is related to size or any size could be used with any manufacturer ?<br />
Please correct me!!!<br />
<br />
To read info about current ROM, BIOS first enable CFI<br />
write 0xAA at 0x??5555<br />
write 0x55 at 0x??2AAA<br />
write 0x90 at 0x??5555<br />
<br />
First read a 0x??0000 is manufacture code<br />
- 0x98 -&gt; Toshiba<br />
- 0xEC -&gt; Samsung<br />
- 0xB0 -&gt; Sharp<br />
<br />
Read custom Id at 0x??0003<br />
- byte should a value between 0x80 to 0x87<br />
<br />
Read size at 0x??0001<br />
- 0xAB -&gt; 512K -&gt; 10th block reserved for system (see BIOS 0x2EC0)<br />
- 0x2C -&gt; 1M -&gt; 18th<br />
- 0X2F -&gt; 2M -&gt; 34th<br />
<br />
Read custom id at 0x??0002<br />
- at 0x200000+ (lo ROM), this value should be the same for EACH block, else game will reset<br />
- at 0x800000+ (hi ROM), if it's 1, it seems to enable developer mode, with auto watchdog clear, etc.... (see BIOS 0x1DC0)<br />
<br />
<br />
<br />
Based on this, it seems there is no link between manufacturerID and sizeID]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[T9000 HL reg issue]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5494</link>
			<pubDate>Mon, 07 Jul 2025 10:47:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5953">KanedaFr</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5494</guid>
			<description><![CDATA[While debugging my game, I found 1 strange issue.<br />
<br />
<br />
I had a method to print an integer which starts like this :<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void VDP_printInteger(u8 planeId, u8 xpos, u8 ypos, u8 palId, u16 number, u8 length, u8 leading){<br />
&nbsp;&nbsp;&nbsp;&nbsp;u16 *vramAddr = SCROLL_PLANE_1; </code></div></div><br />
looking at the code produced, it sets HL to 0x9000, nothing wrong here<br />
<br />
later on my game, I do a collide test<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>unsigned char testCollide( ){<br />
if (collide) <br />
    return1<br />
<br />
return 0;<br />
}</code></div></div><br />
this will produce a LD L,1<br />
nothing wrong here too<br />
<br />
<br />
my problem is with this code<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if (testCollide( ) == 1) <br />
{<br />
   &nbsp;&nbsp;doSomething(); <br />
}</code></div></div><br />
it will produce a CP HL, 1<br />
not a CP L, 1<br />
<br />
if I call VDP_printInteger BEFORE testCollide, HL = 9001, and so the test is "wrong"<br />
<br />
<br />
I solved the issue using adecl, to force cleaner use of register XWA, XBC, XDE and XHL.  but  what should be done to avoid that ?!<br />
Unless using adecl on every function using HL (sic!), I see no way to avoid this.....<br />
<br />
what is even worst is that another similar test, with same return type<br />
if ( testCollideNPC() == 1) <br />
works like a charm! <br />
<br />
I found a "fix" but I didn't find the reason so if anyone had an idea, let me know <img src="https://forum.freeplaytech.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Note: I'm actually trying to export the asm of every C file, to see where the problem happens on other methods but -la doesn't since to work.....]]></description>
			<content:encoded><![CDATA[While debugging my game, I found 1 strange issue.<br />
<br />
<br />
I had a method to print an integer which starts like this :<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void VDP_printInteger(u8 planeId, u8 xpos, u8 ypos, u8 palId, u16 number, u8 length, u8 leading){<br />
&nbsp;&nbsp;&nbsp;&nbsp;u16 *vramAddr = SCROLL_PLANE_1; </code></div></div><br />
looking at the code produced, it sets HL to 0x9000, nothing wrong here<br />
<br />
later on my game, I do a collide test<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>unsigned char testCollide( ){<br />
if (collide) <br />
    return1<br />
<br />
return 0;<br />
}</code></div></div><br />
this will produce a LD L,1<br />
nothing wrong here too<br />
<br />
<br />
my problem is with this code<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if (testCollide( ) == 1) <br />
{<br />
   &nbsp;&nbsp;doSomething(); <br />
}</code></div></div><br />
it will produce a CP HL, 1<br />
not a CP L, 1<br />
<br />
if I call VDP_printInteger BEFORE testCollide, HL = 9001, and so the test is "wrong"<br />
<br />
<br />
I solved the issue using adecl, to force cleaner use of register XWA, XBC, XDE and XHL.  but  what should be done to avoid that ?!<br />
Unless using adecl on every function using HL (sic!), I see no way to avoid this.....<br />
<br />
what is even worst is that another similar test, with same return type<br />
if ( testCollideNPC() == 1) <br />
works like a charm! <br />
<br />
I found a "fix" but I didn't find the reason so if anyone had an idea, let me know <img src="https://forum.freeplaytech.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Note: I'm actually trying to export the asm of every C file, to see where the problem happens on other methods but -la doesn't since to work.....]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[4000 vs 4001]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5493</link>
			<pubDate>Fri, 04 Jul 2025 00:21:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5953">KanedaFr</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5493</guid>
			<description><![CDATA[While looking for information about sound on NGP, I read two different explanations about the use of ports 0x4000 and 0x4001. <br />
<br />
4000 is the noise channel setup port<br />
4001 is tone channel 1 to 3 setup port<br />
<br />
vs <br />
<br />
4000 is the right channel setup port (noise, 1 to 3)<br />
4001 is the left channel setup port (noise, 1 to 3)<br />
<br />
Which one is correct? the last one, to allow stereo ?]]></description>
			<content:encoded><![CDATA[While looking for information about sound on NGP, I read two different explanations about the use of ports 0x4000 and 0x4001. <br />
<br />
4000 is the noise channel setup port<br />
4001 is tone channel 1 to 3 setup port<br />
<br />
vs <br />
<br />
4000 is the right channel setup port (noise, 1 to 3)<br />
4001 is the left channel setup port (noise, 1 to 3)<br />
<br />
Which one is correct? the last one, to allow stereo ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[K1GE upper palette ?!]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5492</link>
			<pubDate>Fri, 04 Jul 2025 00:04:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=5953">KanedaFr</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5492</guid>
			<description><![CDATA[I don't see the point of the K1GE upper palette....<br />
Why did SNK add this feature ?<br />
<br />
I see 3 possible reasons :<br />
<br />
1/<br />
To quickly add color to a game under development for the NGP classic.<br />
But it seems to be overkill, no ?<br />
From what I see, it's even easier to use K2GE only feature than K1GE upper. <br />
Of coure, you'll need to use twice more graphic assets.<br />
<br />
2/ <br />
to avoid color and classic assets, and so large ROM <br />
<br />
3/<br />
to allow studio to slowly move to NGPC while still releasing NGP classic compatible game<br />
<br />
<br />
or perhaps I missed something....<br />
<br />
I'm here to learn more <img src="https://forum.freeplaytech.com/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" />]]></description>
			<content:encoded><![CDATA[I don't see the point of the K1GE upper palette....<br />
Why did SNK add this feature ?<br />
<br />
I see 3 possible reasons :<br />
<br />
1/<br />
To quickly add color to a game under development for the NGP classic.<br />
But it seems to be overkill, no ?<br />
From what I see, it's even easier to use K2GE only feature than K1GE upper. <br />
Of coure, you'll need to use twice more graphic assets.<br />
<br />
2/ <br />
to avoid color and classic assets, and so large ROM <br />
<br />
3/<br />
to allow studio to slowly move to NGPC while still releasing NGP classic compatible game<br />
<br />
<br />
or perhaps I missed something....<br />
<br />
I'm here to learn more <img src="https://forum.freeplaytech.com/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" />]]></content:encoded>
		</item>
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</rss>