Of course not. (I wish they were)
The font was taken by the awesome Mega Drive C compiler SGDK: https://github.com/Stephane-D/SGDK/blob/master/res/image/font_default.png
The font asset for the VDP's format was converted using this: https://github.com/Durobot/gimp-megadrive-generate-all-colors
Additionally, some complier macros were taken from Sonic Retro's Sonic 1 disassembly: https://github.com/sonicretro/s1disasm/blob/AS/MacroSetup.asm
This repository is where the DMA macros were taken from: https://gist.github.com/flamewing/ac4b8586f74c74fe24fe30e5e0261fb0
The unused assets were made by me (you can humiliate me)! If only the converter had tile optimization as a feature...
Yes, you can, but please just let me know first (you don't have to ask)!
In order to build the ROM, you can use my Visual Studio Code extension
With the courtesy of my Systems and Networks teacher, I created in two weeks this presentation for PAL Mega Drive systems only (for the taller resolution, useful for showing more content on screen).
This presentation served as a base to teach my classmates a brief comparison of the x86 architecture and the 68k one, by also illustrating the Intel 8086 and Motorola 68000 assembly respectively.
Extremely well. The explanation was a bit too fast, but an hour of lesson isn't enough (even if it feels decently long). I ended up getting a bonus mark (and a cool sticker with "BRILLIANT" written in it).
My teacher rightfully never stops laughing when I tell him about my Mega Drive projects, since these personal goals are quite insane and nerdy (I do Judo and recently got involved in endurance race. I love it so much, don't worry about my health).
D-Pad right: next text to print
D-Pad left: clear and re-print the slide from the start
D-Pad up: next slide
D-Pad down: previous slide
A: make the presentation crash (you'll need to reset the console or emulator)
B: clear screen (in case stray characters get printed, never happened though)