#
68000
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A latency-hating emulator of 8- and 16-bit platforms: the Acorn Electron, Amstrad CPC, Apple II/II+/IIe and early Macintosh, Atari 2600 and ST, ColecoVision, Commodore Vic-20, MSX 1, Oric 1/Atmos, Sega Master System and Sinclair ZX80/81.
linux
emulator
amstrad-cpc
apple2
atari2600
z80
msx
appleii
master-system
m68k
zx81
6502
atari-st
vic20
oric
composite-video
acorn-electron
colecovision
68000
zx80
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Updated
Jun 29, 2020 - C++
Assorted compression formats for the Sega Mega Drive
cplusplus
rle
c-plus-plus-14
cplusplus-14
run-length-encoding
command-line-tool
m68k
lzss
sega-mega-drive
sega-megadrive
sega-genesis
compression-implementations
68k
compression-library
68000
compression-formats
m68000
rle-compression-algorithm
length-limited-huffman-code
assorted-compression-formats
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Updated
Jan 4, 2020 - C++
Various AtariST/STE stuff
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Updated
Mar 13, 2018 - Assembly
1
philpem
commented
Nov 28, 2019
The VIDPAL was an upgrade to the base 3B1 which sat between the 68010 CPU and the motherboard.
When the VIDPAL detected an access to video memory, it forced the CPU status bits to indicate a supervisor access. Effectively this bypasses memory protection for VRAM, allowing higher video RAM refresh rates.
This was used to great effect with a 3B1 GUI windowing system implementation.
While VI
Super fast DMA queue for the Sega Genesis
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Updated
Dec 30, 2019 - Assembly
build a toolchain for cross developement. Supports motorola m68k-elf, avr and arm-none-eabi
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Jan 25, 2020 - Shell
Changes the orientation of a 68000 DIP CPU
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Dec 17, 2019
Modernised version of a public domain 68000 disassembler.
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Dec 23, 2019 - C
Toejam & Earl Disassembly
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Dec 20, 2019 - Assembly
Debugger/error screen for Sega Genesis
debugger
stacktrace
asm
disassembler
macros
error-handler
m68k
68k
debugging-tool
m68k-disassembler
68000
m68000
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Updated
Aug 11, 2018 - Assembly
Pascal Bosquet's Pong demo (http://www.pascalorama.com/megadrive-m68000-programming/) modified to compile by GNU Assembly.
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Updated
May 12, 2019 - Assembly
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I haven't seen any tutorials related to working with SGDK's 3D capabilities (rendering 3d shapes with the Bitmap engine and working with various Maths3D functions). I've tried taking a look at the built-in cube demo, but there are several things that the demo alone can't really address, especially with lack of detailed comments. I found myself asking questions like "So is that checkerboard dither