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#81 (permalink) |
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Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2001
Location: Montreal, Canada
Posts: 7,842
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Nope, too lazy ![]() I hadn't touched my chip8 emu in like 6 months... and decided to fix these last week. Probably gonna be like that with SChip8 too XD I have no way of doing proper input emulation with the platform im using... (at least so far i cant, theres no specific ways of catching keydowns and keyups seperatly) |
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#82 (permalink) |
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,205
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Ah... there's a problem. Maybe you can try an on-screen keypad that works with a mouse... or make a toggle down/toggle up keypad instead of a down then up keypad. Well, just to test if the games work right or not.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#83 (permalink) | |
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Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2001
Location: Montreal, Canada
Posts: 7,842
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#84 (permalink) |
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Mobile Fanatic
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Location: Santa Cruz, CA
Posts: 6,205
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*chant Java 1000 times* It's nice when you have everything built-in and uniform across platforms, ei?That reminds me. I wonder if I should move my arse to complete that Chip-8/Super Chip documentation I'd been working on. Thing is... I don't think it offers more than what other documents do. If anything, maybe I'll go more into the technique and the actual implementation of the pseudo ideas rather than providing a table.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#85 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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Quick update: I've got 13 instructions so far: JP, CALL, RET, and the 10 LD functions. HUGE thanks to Hatori for guiding me quite a bit through this process. Also thanks to Shendo, RunawayPrisoner, and anyone else who I missed. ![]() Edit: I have everything except DRW now, as well as correct input[no input in a DOS window]. Just gotta hook it up to a SDL/OGL window to see if it works.
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Last edited by Dax; March 19th, 2009 at 03:29.. |
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#86 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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I need some help with fetching opcodes. For some reason, my emulator reads the first 4 opcodes of Pong fine, but the fifth is seen as FFEA, when it should be A2EA. Here's how I fetch opcodes: Code:
regs.OP = (unsigned short)( (RAM[regs.PC] << 8) | RAM[regs.PC + 1] ); Code:
switch( ((regs.OP & 0xF000) >> 12) )
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#87 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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Well I figured out the opcode bug. I had to switch to unsigned chars, from regular chars. Now my emu has graphics(I also had to check for != 0 in the DRW function)!!! Glitched, but I don't care at the moment!! First pic: Pong Second: Blitz Compatibility list: Pong: "Title", never crashes. No input yet, so can't play. Blitz: "Title", crashes a few seconds after emulation begins.
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Last edited by Dax; March 26th, 2009 at 09:39.. |
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#89 (permalink) |
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Regular User ;)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: Naples Florida
Posts: 9,964
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I bet when the first Sony sign showed up on PCSX2, CK and Ref, Saquib, Zerofrog and the rest all held hands together and cried lol
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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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#90 (permalink) | ||
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ライチュウ
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Location: USA
Posts: 3,289
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Quote:
Quote:
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#94 (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:
Code:
#pragma once typedef unsigned char u8, byte; typedef unsigned short u16, ushort; typedef unsigned int u32, uint, uptr; typedef signed char s8; typedef signed short s16; typedef signed int s32, sptr; typedef void* HANDLE; Code:
a = (u8)(b - c); Code:
a = (unsigned char)(b - c); ![]() Quote:
![]() i think ref and zerofrog joined sometime in 2005~2006, and pcsx2 was started like in ~2002 or something. most-likely they got 'something' to show up in those 3 years, it was probably just really slow xD
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Quote:
check out my blog ![]() |
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#96 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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Blitz now shows B, and never crashes, and pong occasionally shows a zero[in addition to the balls and the paddle, drawn in the wrong spots], which then disappears quickly. I'm still trying to figure out why.
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#97 (permalink) | |
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Mobile Fanatic
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Location: Santa Cruz, CA
Posts: 6,205
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Quote:
![]() Oh, and more important than that: check your flag!
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#98 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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I've been taking a short break, as I was burnt out on debugging pong line by line for hours. ![]() Today I think I'll audit the code to make sure each opcode matches the docs.
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Last edited by Dax; March 31st, 2009 at 13:18.. Reason: Stupid double post, even though I only hit it ONCE. |
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#99 (permalink) |
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Registered User
Join Date: Mar 2009
Location: United States
Posts: 9
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Okay, since I finished my chip8 emulator in flash I got a little bored and curious. So I decided to make a program that will decompile chip8 games (not all) and convert it into pure action script. So, if you have adobe flash, you can test this if you like. The link is http://babbage.cs.missouri.edu/~jask...p8/convert.php There is instructions on the page on how to use it, it should be self-explanatory. Tell me what you think of it. ~justin |
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