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#21 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Sep 2006
Location: Sweden
Posts: 509
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Quote:
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![]() ( #1 Core2Duo E8400 @ 3.61 Ghz, 3072 MB DDR2-RAM @ 802mhz, XFX Geforce GTX260 XT - N-Lited WinXP SP3 and Arch Linux 64-bit). <- http://www.myspace.com/preptile -> | /P. Rep. |
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#22 (permalink) |
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ライチュウ
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Location: USA
Posts: 3,289
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Update: I've got opcodes 0x1[JP addr], 0x2[CALL], 0x6[LD], 0x7[ADD], and 0xB[JP addr + v0] working, more or less, as far as I can tell, so I'm pleased. Still no graphics obviously[I have the emulator in a console app for now, so I can easily see the output without having to mess with SDL text rendering].
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#23 (permalink) |
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Mobile Fanatic
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Location: Santa Cruz, CA
Posts: 6,205
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Just a note for the graphics work: it's done using XOR, which means... the ^ operation in C++ and some other languages.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#25 (permalink) |
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Emu author
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Location: Unidentified
Posts: 2,508
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TBH, I think we need threads like this stikied like at emultak.net so we can have one large discussion on the subject of emulating certain systems. This way it will reduce the need to search forums for specific threads and the one thread can link to any specific thread if it poses any relevance. @daxtsu, there's no such thing as a dumb question when you're trying to learn how to write an emulator and you don't know any better, no matter what!
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[Sagat] Windows XP x64 Pro | AMD Athlon 3000+ (~2.0GHz) | NVIDIA GeForce 6600 PCI-E | Realtek AC97 Audio | 512MB Ram | NVIDIA NForce 4-4X chipset | Seagate HDD 160GB | LG 8614 DVD-ROM | HP DVD 1040d CD/DVD -/+ RW w/ LightScribe [Raylene] HP dv2000 | Windows Vista Home Premium | Intel Core2 Duo @2.2GHz | NVIDIA GeForce 8400 GS 128Mb (Dedicated) + 1264Mb (Shared) | 3GB Ram | 220GB HDD GeneralEmu - December 27, 2005 and beyond! Shogun3D Interactive (I try to update it every day now) Shogun's Cxbx Dev Blog |
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#26 (permalink) |
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Mobile Fanatic
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Indeed... I agree with that idea. There should be a stickied thread. And a thread that has links to documents.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#27 (permalink) |
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Behind ur girlfriend :D
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Sydney, Australia
Posts: 18,832
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I've worked with SDL before,... the Nherve input plugin for ideas.
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![]() ![]() VBA-M | Xtemu | NGOHQ | Post Impact Productions | TNHW | XBCD 0.2.6 | Satanic666's Emulator Compiles Don't be a NOOB, READ THE NGEmu/EmuForums Rules of Conduct Need Help with ePSXe? This is your first stop!. If you don't post all the required information, you don't get help. Everytime someone posts a romsite, God kills a beautiful woman. |
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#28 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Sep 2006
Location: Sweden
Posts: 509
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Quote:
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![]() ( #1 Core2Duo E8400 @ 3.61 Ghz, 3072 MB DDR2-RAM @ 802mhz, XFX Geforce GTX260 XT - N-Lited WinXP SP3 and Arch Linux 64-bit). <- http://www.myspace.com/preptile -> | /P. Rep. |
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#29 (permalink) |
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Mobile Fanatic
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Just an FYI, this might be helpful to you. My debugger log when running Pong. ;p Code:
// 02A6: 22D4 CALL 02D4 // Call sub-routine at address 02D4 (724) in memory. // 02D4: A2F2 LD I, 02F2 // Load 02F2 (754 in decimal) into I. // 02D6: FE33 BCD V[0E] // Load into memory at address I the BCD value of V[0E]. // Value of V[0E]: 00 (0) // Hundreds: 0 // Tens : 0 // Units : 0 // I: 02F2 (754) // mem[02F2]: 00 (0) // mem[02F3]: 00 (0) // mem[02F4]: 00 (0) // 02D8: F265 LDA 02, I // Load from memory at address I into V[00] to V[02]. // V[00]: 00 (0) // V[01]: 00 (0) // V[02]: 00 (0) // 02DA: F129 LDF I, V[01] // Load into I the address of the 8x5 font with index as value of V[01]. // 02DC: 6414 LD V[04], 0014 // Load 0014 (20) into V[04]. // 02DE: 6500 LD V[05], 0000 // Load 0000 (0) into V[05]. // 02E0: D455 DRW V[04], V[05], 05 // Draw a 8x5 sprite at x=14 (20) and y=00 (0). // 02E2: 7415 ADD V[04], 0015 // Add 0015 (21) into V[04]. // 02E4: F229 LDF I, V[02] // Load into I the address of the 8x5 font with index as value of V[02]. // 02E6: D455 DRW V[04], V[05], 05 // Draw a 8x5 sprite at x=29 (41) and y=00 (0). // 02E8: 00EE RET // Return from sub-routine. // 02A8: 8E34 ADD V[0E], V[03] // Add V[03] into V[0E]. // 02AA: 22D4 CALL 02D4 // Call sub-routine at address 02D4 (724) in memory. // 02D4: A2F2 LD I, 02F2 // Load 02F2 (754 in decimal) into I. // 02D6: FE33 BCD V[0E] // Load into memory at address I the BCD value of V[0E]. // Value of V[0E]: 0A (10) // Hundreds: 0 // Tens : 1 // Units : 0 // I: 02F2 (754) // mem[02F2]: 00 (0) // mem[02F3]: 01 (1) // mem[02F4]: 00 (0) // 02D8: F265 LDA 02, I // Load from memory at address I into V[00] to V[02]. // V[00]: 00 (0) // V[01]: 01 (1) // V[02]: 00 (0) // 02DA: F129 LDF I, V[01] // Load into I the address of the 8x5 font with index as value of V[01]. // 02DC: 6414 LD V[04], 0014 // Load 0014 (20) into V[04]. // 02DE: 6500 LD V[05], 0000 // Load 0000 (0) into V[05]. // 02E0: D455 DRW V[04], V[05], 05 // Draw a 8x5 sprite at x=14 (20) and y=00 (0). // 02E2: 7415 ADD V[04], 0015 // Add 0015 (21) into V[04]. // 02E4: F229 LDF I, V[02] // Load into I the address of the 8x5 font with index as value of V[02]. // 02E6: D455 DRW V[04], V[05], 05 // Draw a 8x5 sprite at x=29 (41) and y=00 (0). // 02E8: 00EE RET // Return from sub-routine. Edit: removed the X's because they were useless.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 Last edited by runawayprisoner; November 23rd, 2008 at 22:45.. |
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#30 (permalink) |
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ライチュウ
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Location: USA
Posts: 3,289
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New list of opcodes programmed in[I still don't really have much of a debugger working, so no clue how well they're working]: Regular C8: 0nnn - SYS addr: Yes(Ignored) 00E0 - CLS: Yes 00EE - RET: Yes 1nnn - JP: Yes 2nnn - CALL: Yes 3xkk - SE: Yes 4xkk - SNE: Yes 5xy0 - SE: Yes 6xkk - LD: Yes 7xkk - ADD: Yes 8xy0 - LD: Yes 8xy1 - OR: Yes 8xy2 - AND: Yes 8xy3 - XOR: Yes 8xy4 - ADD: No 8xy5 - SUB: No 8xy6 - SHR: No 8xy7 - SUBN: No 8xyE - SHL: No 9xy0 - SNE: Yes Annn - LD: No Bnnn - JP: Yes Cxkk - RND: No Dxyn - DRW: No Ex9E - SKP: No ExA1 - SKNP: No Fx07 - LD: Yes Fx0A - LD: No Fx15 - LD: Yes Fx18 - LD: Yes Fx1E - ADD: No Fx29 - LD: No Fx33 - LD: No Fx55 - LD: No Fx65 - LD: No Total: 18/35 Super C8: 00Cn - SCD: No 00FB - SCR: No 00FC - SCL: No 00FD - EXIT: No 00FE - LOW: No 00FF - HIGH: No Dxy0 - DRW: No Fx30 - LD: No Fx75 - LD: No Fx85 - LD: No Total: 0/10 Grand Total: 18/45 Not bad progress if I do say so myself. :3
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#31 (permalink) |
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Mobile Fanatic
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Why is CLS implemented... but DRW (or SPRITE in some other docs) not? ;p
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#32 (permalink) |
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Regular User ;)
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Location: Naples Florida
Posts: 9,964
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becuase he made it on a computer, and not an Eee. Rap, where have you been hiding??
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A Mac is like an escort, you pay a ton and get nothing.
A PC is like a hooker, it's a lot cheaper and gives you what you're after.. and if unlucky some diseases as well, that's why you gotta use protection. -CC |
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#33 (permalink) |
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ライチュウ
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Location: USA
Posts: 3,289
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RAP: It's not really implemented per se, it's just a printf/cout that says, "OMG CLEAR THE SCREEN", which is about all you can do with a console window[unless of course you DO really clear the screen..], so nyah.
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Last edited by Dax; November 28th, 2008 at 11:28.. |
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#34 (permalink) | ||
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Mobile Fanatic
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Quote:
Now I have the opcode table sorted... (damn, that was a mess)Quote:
Make a debugger that prints out the specific commands and what it does... for every byte in the rom first. A loop detector (something that jumps to itself is an endless loop that indicates it's the end of the software) might be nice.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#35 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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:o My thread got stickied! I'll update the first post with links to useful CHIP8 stuff when I get a chance. As far as progress on the emu goes, I haven't touched it with a 99999 foot/metre pole lately, so no updates yet.
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#36 (permalink) | ||
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You're already dead...
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2007
Location: Post-Apocalyptic Earth
Posts: 3,902
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Quote:
![]() well maybe now that its stickied it'll give you the motivation you need to finish it?
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Quote:
check out my blog ![]() |
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#38 (permalink) |
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Mobile Fanatic
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You should try to finish this project. You would learn a lot from it, I think. Maybe I'll start contributing some technical data as well, as soon as I'm finished with my other project (Gameboy).
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#39 (permalink) |
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Registered User
Join Date: Sep 2006
Location: surrey
Posts: 45
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I've decided to get back to mine after playing nothing but emulated games for a few days (I'm at my mom's, computer is at home) The biggest problem I had with mine was graphics. everything I tried was ridiculously slow or just didn't work. I'm going to attempt again using C++ and SDL (as soon as microsoft approves another visual studio download). I'm just wondering if anyone has some good resources for graphics? I used NeHe's opengl tutorials, is that the best for this or is there an easier way? |
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#40 (permalink) | |
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Registered User
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Location: you know...
Posts: 506
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Quote:
then I coded with drawLine. )However if the things stay hard... made this abstract as Refraction firstly just draw * to background and # to objects. **#***** *##***** **#***** **#***** *###**** Or another one that you wish. My main screen ... ![]() The debugger step by step with pong
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The Empyrean Last edited by dreampeppers99; December 30th, 2008 at 19:13.. |
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