Results 1 to 7 of 7

Thread: Making a Neo-Geo GAEM

  1. #1
    Kuroko's Training Dummy
    Burning Fight!!'s Avatar
    Join Date
    Jan 2014
    Location
    North Korea (Brazil)

    Posts
    70

    Making a Neo-Geo GAEM

    I'm trying to find a good place for Neo resources and documentation but I'm at a loss here and my google search strings aren't giving me anything decent.

    Can anyone show me a decent site for that kind of stuff? Any developer's manuals floating around?

  2. #2
    Kuroko's Training Dummy
    WNivek's Avatar
    Join Date
    Apr 2016
    Location
    New Brunswick, NJ

    Posts
    83
    the Neo Geo Dev wiki has a bunch of resources.

  3. #3
    Kuroko's Training Dummy
    Burning Fight!!'s Avatar
    Join Date
    Jan 2014
    Location
    North Korea (Brazil)

    Posts
    70
    Quote Originally Posted by WNivek View Post
    the Neo Geo Dev wiki has a bunch of resources.
    Thanks, a little bit less richer than I was hoping for but still a good reference.

  4. #4
    Thou Shalt Not
    Question Rot.
    xsq's Avatar
    Join Date
    Jan 2013
    Location
    Muenster, Germany

    Posts
    7,307
    you get NeoBitz dev tools and HPman's DATlib there... you can build a lot with that.

  5. #5
    Divine Hand of the UniBIOS
    Razoola's Avatar
    Join Date
    Nov 2002
    Location
    Finland, Earth

    Posts
    4,161
    Yup, the Neo dev wiki is the number one place for info needed to make a homebrew game.
    THE UNIVERSE BIOS ( MVS / AES, and now also for CD )
    www.universebios.com. Also on facebook, please like http://www.facebook.com/UniverseBios.

  6. #6
    War Room Troll adsa1971's Avatar
    Join Date
    Jan 2017
    Location
    United Kingdom

    Posts
    17
    Thank you so much. This answers a lot of my hardware questions.

  7. #7
    Goal! Goal! Goal!

    Join Date
    Aug 2002
    Location
    Australia (Sydney)

    Posts
    110
    I started on the Neo Thunder project page (Google or link from the neodev Wiki) and downloaded the toolchain and source code from there. Together with the included devkit documentation and the Official SNK Neo Geo Programming Guide (hardmvs.com), it's enough to get you up and coding in C at least. Once you dive into it and get more familiar with coding you'll realise the 'devkit' is a pretty thin wrapper over the raw registers.

    You're probably OK with the same 'host' game to start out, but if you're getting into a serious number of sprites you'll need to match a host with sufficient CROM capacity.

    I wasn't a big fan of Sebastian's build scripts so I put together a proper makefile that can produce both cartridge and cd images.

    If you get serious you can also develop in pure assembler using the same toolchain.

    Good luck!
    --
    MV-1AX, MV1FZS,MV2?,MV4?
    - Fatal Fury, Metal Slug 1-4, Puzzle Bobble
    AES NEO-0 (3-6) w/UNIBIOS 3.1, AES?
    - Blue's Journey (EN), Fatal Fury 2 (JP), Samurai Spirits 1-3 (JP)
    NGCD CD-T01 (top loader) (JP)
    - Double Dragon (JP), Gangan (JP), KOF'96 (JP), Samurai Spirits (JP), Sonic Wings 2 (x2) (JP), World Heroes Perfect (JP)+more
    Neo Geo X (v370), Mega Pack Vol 1. (w/v500a)

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •