CRxTRDude
Member
I was searching for boring stuff the end of last year and found something nifty over what's inside the development of a Neo-Geo game:
http://www.hardmvs.com/manuals/NeoGeoProgrammersGuide.pdf
It was a confidential guide for programmers and game designers offering an insight on how Neo-Geo's games work and developed. The first part, the hardware part of the manual, is all specs of the console version and the arcade cabinet version with code developed in 68k machine code.
Page 103-168, the second part in particular, explains game development in a Neo-Geo, explaining stuff like the hierarchy of a game cycle, how to place things and regulations regarding developing Neo-Geo games.
The rest of the pages, the third part, is how to develop in their base console.
They are very informative and I don't know if someone actually brought it up in either Lavalit or here, but it's still something to look at for Neo-Geo enthusiasts and 68k programmers.
What I like in particular though is the second part.
http://www.hardmvs.com/manuals/NeoGeoProgrammersGuide.pdf
It was a confidential guide for programmers and game designers offering an insight on how Neo-Geo's games work and developed. The first part, the hardware part of the manual, is all specs of the console version and the arcade cabinet version with code developed in 68k machine code.
Page 103-168, the second part in particular, explains game development in a Neo-Geo, explaining stuff like the hierarchy of a game cycle, how to place things and regulations regarding developing Neo-Geo games.
The rest of the pages, the third part, is how to develop in their base console.
They are very informative and I don't know if someone actually brought it up in either Lavalit or here, but it's still something to look at for Neo-Geo enthusiasts and 68k programmers.
What I like in particular though is the second part.