Programming Videogames: Genesis Last updated:
10/03/99  

Genesis Sections

  • Accessories
  • Emulators
  • Emul. Operation Tips
  • Genedit
  • How Videogames Are Made For Genesis
  • Basic Videogame Production
    1.Concept/Fleshing
    2.View Mode
    3.Programming
    4.Alpha-Beta
    5.Production
    6.Conclusion
  • Advanced VideoGame Production
    1.The Demos
    2.Adv.Programming
    3.Adv.Production
    4.Adv.Roms
    5.Final Gold Editing
  • PC Equivelents
  • Screen Shot Comp.
  • Translations
  • Tech. Resource Info.
  • Utilities
  • And Finally...



    Console Sections

  • 32x
  • Gameboy
  • GameGear
  • Genesis
  • N64
  • Neo-Geo
  • NES
  • Playstation
  • SNES
  • Sega-CD
  • Master System
  • Turbo Graphics 16

    Feature Sections

  • Blaster Master U.G.
  • Console Necessities
  • Emulation.h(e)lp
  • EMU FAQ
  • EMULinks
  • Front Ends Central
  • Game Skins
  • Hosted Projects
  • Message Board #1
  • Ningendo
  • Rare ROMS Page
  • Sonic HeadQuarters
  • Sonic Stuff Research
  • Suggested Links
  • Translation Central
  • Mtek RPG Facility
  • V. Gaming FanFare
  • W E M U
  • Ynt Tranlators


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  • Email . .
    Ultimo
    Genesis Maintainer
    ~
    General Maintainer
    Step 4: Advanced ROMS



    ROMS are just not really that practical. They are hard-coded where you cant modify them, and basically are for BIOS chips in Computers. But Atari thought otherwise for their console. Make a rom for a game, and its strong and it wont be destroyed. It worked good until CD-Roms came of age. Now, the N64 is having problems with cost: ROMS are expensive! There is 1 type made in consoles, which is the "rom" itself. No modifying possible. There is also the EP rom and the EEP rom, which are used in BIOSes. Much cheaper, but you -can- erase them. The problem with some games made before SNES/Genesis is that some ARE eproms. Cheap and easy to destroy. The whole concept is lost.
    Go To Step 5: Final Editing

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