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Old March 27th, 2008   #21 (permalink)
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CHIP8

thats my version of the document, myself and doomulation appended a couple of the opcodes to clarify the workings on some of them, the original doc wasnt very clear on them, but we found out the hard way (for example, the Draw function for 16x16 and BCD)

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Originally Posted by blueshogun96 View Post
Obviously you haven't seen my chip8 emulator. If you think yours was bad, mine was 100x worse! Remember ChipAint?

nope, theres been a million chip8 emus, so its hard to remember each one but success in actually getting the emu to do something is good. my first one was awful too, it was a complete dos text engine, using # as pixels, then doing a cls after each frame and redrawing, was horrid and did about 2fps on a modern machine
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Last edited by refraction; March 27th, 2008 at 03:14.. Reason: Automerged Doublepost
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Old March 27th, 2008   #22 (permalink)
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Quote:
Originally Posted by refraction View Post
CHIP8

thats my version of the document, myself and doomulation appended a couple of the opcodes to clarify the workings on some of them, the original doc wasnt very clear on them, but we found out the hard way (for example, the Draw function for 16x16 and BCD)




nope, theres been a million chip8 emus, so its hard to remember each one but success in actually getting the emu to do something is good. my first one was awful too, it was a complete dos text engine, using # as pixels, then doing a cls after each frame and redrawing, was horrid and did about 2fps on a modern machine
Mine used OpenGL for graphics and used GL_QUADS for sprites (using a 2D orthographic projection). I've seen others used render-to-texture and stuff like that, but IMO that's overkill One problem was the fact that I was too lazy to write a built in debugger thus making me realize how important it is to have one that can show the state of the machine and can show the rom's assembly code.

You know what? All this kinda makes me want to rewrite ChipAint just for fun I'm now getting some more time on my hands to do other projects (and hopefully resurrect some others that I've left to rot) and tbh I was getting a bit lazy lately [due to distractions of the home], so I think I can do it and make it work decently this time
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Old March 27th, 2008   #23 (permalink)
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yea its all quite nostalgic. makes me wanna write those i missed out, gb, nes, sms etc. gb first tho!
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Old March 27th, 2008   #24 (permalink)
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thanks guys for the documentations,
i bookmarked them all.
when i have some free time, i hope to start a project like this
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Old March 27th, 2008   #25 (permalink)
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Quote:
Originally Posted by refraction View Post
CHIP8

thats my version of the document, myself and doomulation appended a couple of the opcodes to clarify the workings on some of them, the original doc wasnt very clear on them, but we found out the hard way (for example, the Draw function for 16x16 and BCD)




nope, theres been a million chip8 emus, so its hard to remember each one but success in actually getting the emu to do something is good. my first one was awful too, it was a complete dos text engine, using # as pixels, then doing a cls after each frame and redrawing, was horrid and did about 2fps on a modern machine
2 FPS? Now that is what i call quality.

Edit:..all this DOS talk is making me nostaligic too
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Old November 18th, 2008   #26 (permalink)
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Emu updated, check first post for info.
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Old November 19th, 2008   #27 (permalink)
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Nice!!!.. now, any other projects you wanna start, ZX-Spectrum emu for example..
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Old November 19th, 2008   #28 (permalink)
 
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nice start there.......
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Old November 22nd, 2008   #29 (permalink)
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As suggested on EmuTalk the next step should be Space Invaders arcade emulator. If I find some free time I might start that.

Anyway sound and Schip support added:
Attached Images
File Type: png bmpview.PNG (13.3 KB, 21 views)
File Type: png worm.PNG (8.1 KB, 14 views)
File Type: png dragon1.PNG (10.9 KB, 18 views)
File Type: png race.PNG (8.9 KB, 16 views)
File Type: png maze.PNG (10.6 KB, 16 views)
File Type: png sokoban.PNG (9.1 KB, 17 views)
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Old November 22nd, 2008   #30 (permalink)
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Nice. I still have to tweak a lot of stuffs in my emulator.
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Old November 22nd, 2008   #31 (permalink)
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Congratulations Shendo, you are now a successful emu author Good luck on anything else you decide to emulate!
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