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Post by 8bitlover on Nov 8, 2015 22:44:22 GMT
I know this is probably a crazy question, but thought I would throw it out there. We all know that the Sega Genesis was backwards compatible with the Sega Master system. The powerbase convertor was simply a pass through device to allow the games to play on the Genesis.
My question is this. Is it possible to convert Sega Master system game ROMS to work on a Genesis? I know that Bonaf had great success making the Sega Master System Brawl homebrew for the Genesis and it works great on an emulator and was told it works on an actual console as well through devices such as Everdrive. However, if one didn't want to deal with Power Base Convertors and Everdrives, how could you just simply convert the game into a Genesis ROM to play? Is there a tool available to do that? Obviously, there is a way or Brawl would not be possible. What if someone just wanted to flash a converted Master System game on a Genesis PCB board so it'll plug right in and play on the console without the need for all those adapters and nonsense?
Anybody out there have an answer on how this could be done??
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Post by Maxim on Nov 9, 2015 8:22:14 GMT
Nope. The backwards compatibility mode exists for a reason, anything not involving that means rewriting the game from scratch.
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Post by omegamax on Dec 22, 2015 13:42:43 GMT
You would need to recode the entire game as the master system uses Z80 and the genesis a 68000.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Z80 Code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Do_HandleObjectAnimation: ld a,(ix+ObjectState) ld e,a ld d,0 push de ld hl,ObjectAnimationResetTable add hl,de ld a,(hl) ld (ix+ObjectAnimationFrameReset),a ld (ix+ObjectAnimationFrame),a ld e,a ld d,0 ld hl,ObjectAnimationFrameCountConstTable add hl,de ld a,(hl) ld (ix+ObjectAnimationFrameCountConst),a pop de ld hl,ObjectAnimationLimitTable add hl,de ld a,(hl) ld (ix+ObjectAnimationFrameLimit),a ld (ix+ObjectAnimationFrameCount),0 ret ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;68000 Code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Do_HandleObjectAnimation: move.b ObjectState(a0),d0 move.b d0,d1 lea ObjectAnimationResetTable,a2 move.b (a2,d0.w),d0 move.b d0,ObjectAnimationFrameReset(a0) move.b d0,ObjectAnimationFrame(a0) lea ObjectAnimationFrameCountConstTable,a2 move.b (a2,d0.w),d0 move.b d0,ObjectAnimationFrameCountConst(a0) lea ObjectAnimationLimitTable,a2 move.b (a2,d1,w),d0 move.b d0,ObjectAnimationFrameLimit(a0) clr.b ObjectAnimationFrameCount(a0) rts
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Post by flatapex on Dec 22, 2015 16:49:55 GMT
I have a question- would there be any discernible benefit from doing it?
As well as all the work creating the conversion, that would then need to go onto a board, into a shell (optional) before it could become a game.
I priced up md cart boards, about £20. My Power Base Converter cost about £13 (£10 for the unit in the box and £3 for a manual off ebay), so it can't be cost
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Post by Centrale on Dec 22, 2015 18:15:14 GMT
Obviously, there is a way or Brawl would not be possible. SMS Brawl is programmed for the Gen/MD. Though it does re-purpose some art assets from SMS games, a huge amount of the art is original artwork by Bonaf that is based on the style of the SMS art. And even though the overall look is similar to a Master System game, it actually exceeds some of the technical capabilities of the SMS.
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