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#101 (permalink) |
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Bruce Willis as Ichigo...
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2007
Location: ...means Bleach ends after episode 1
Posts: 3,557
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Great going ^^ nice to see your progressing with your emu .
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#103 (permalink) | |
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No sir. I don't like it.
![]() ![]() ![]() ![]() ![]() Join Date: Oct 2008
Location: Alabama
Posts: 2,455
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Nice work, Dax. NOW GET TO WORK ON MY PS3 EMU! (the noobz are getting restless)<cracks whip>
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Quote:
Phenom II X4 @ 3.6GHz | 4GB OCZ Dominator DDR3 @ 1600MHz Sapphire Vapor-X Radeon HD4850 | Samsung TOC 24" 1920x1200 Auzentech X-Fi Forte 7.1 | Klipsch Promedia 5.1 THX LG H20L BD-RE | WD Caviar Black 1TB 7200RPM GIGABYTE GA-MA790FXT-UD5P | Windows 7 x64 Ultimate Join the NGEmu Folding@Home Team! Info Download the standard client here OR preferably download the GPU or SMP client here. Set your team ID to: 161326 NGEmu Stats Page: Here |
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#104 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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Blitz shows BBBBB instead of BLITZ and goes ingame, and gives you a game over 3 seconds into it. I'm looking into why. If my frequent updates annoy you, let me know. I just think it's cool to stay in touch. ![]() Edit: BBBBB bug fixed. Was an error in my addition code. Now to figure out why Space Invaders' marquee is garbled. Edit 2: Space Invaders Marquee was garbled due to the Fx65 opcode not checking for <= 0, instead of < 0, so it skipped the loop. Now it's perfect!
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Last edited by Dax; April 2nd, 2009 at 09:43.. |
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#105 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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Minor update: I'm having a bug with my input: If you hold down any keys in pong, then you cannot move the opposite paddle. Why is my input limited to one "movement" at a time? Any ideas are welcome. Code:
void get_input(void)
{
static BYTE keystate[256];
dx_keyboard->GetDeviceState(256, (LPVOID)keystate);
for(i = 0x0; i <= 0xF; i++)
keys_pressed[i] = false;
//if the keys are down..
if(keystate[DIK_X] & 0x80)
keys_pressed[0x0] = true;
if(keystate[DIK_1] & 0x80)
keys_pressed[0x1] = true;
if(keystate[DIK_2] & 0x80)
keys_pressed[0x2] = true;
if(keystate[DIK_3] & 0x80)
keys_pressed[0x3] = true;
if(keystate[DIK_Q] & 0x80)
keys_pressed[0x4] = true;
if(keystate[DIK_W] & 0x80)
keys_pressed[0x5] = true;
if(keystate[DIK_E] & 0x80)
keys_pressed[0x6] = true;
if(keystate[DIK_A] & 0x80)
keys_pressed[0x7] = true;
if(keystate[DIK_S] & 0x80)
keys_pressed[0x8] = true;
if(keystate[DIK_D] & 0x80)
keys_pressed[0x9] = true;
if(keystate[DIK_Z] & 0x80)
keys_pressed[0xA] = true;
if(keystate[DIK_C] & 0x80)
keys_pressed[0xB] = true;
if(keystate[DIK_4] & 0x80)
keys_pressed[0xC] = true;
if(keystate[DIK_R] & 0x80)
keys_pressed[0xD] = true;
if(keystate[DIK_F] & 0x80)
keys_pressed[0xE] = true;
if(keystate[DIK_V] & 0x80)
keys_pressed[0xF] = true;
//resets the CPU
if(keystate[DIK_F3] & 0x80)
{
//prevent multiple resets
if(!f3_locked)
{
CLS();
ResetMemory(false);
}
}
if(!(keystate[DIK_F3] & 0x80))
f3_locked = false;
//quit
if(keystate[DIK_ESCAPE] & 0x80)
{
int_AppRunning = 0;
return;
}
//pause the emu if not locked
if(keystate[DIK_P] & 0x80)
{
if(!p_locked)
{
p_locked = true;
pause = !pause;
}
}
if(!(keystate[DIK_P] & 0x80))
p_locked = false;
}
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#106 (permalink) |
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Registered User
Join Date: Mar 2009
Location: United States
Posts: 9
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I think it might have to do with this part of your code. The getInput function, are you calling it everytime? If so, this is erasing all of your currently pressed keys. When a key gets released, set it to false instead of clearing all of the keys everytime.
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#109 (permalink) |
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Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2001
Location: Montreal, Canada
Posts: 7,842
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hehe Dax you made me decide to fix my input stuff. ![]() I used GetAsyncKeyState to poll the keys i need in the 3 instructions and now my paddles in pong seem to be working fine. (i think i remember seeing them move at the same time) some stuff i need to fix: - crash when pong goes up to 10 (displays A, then crashes with out-of-bound array error) - timing... emu goes too fast -space invaders displays only half the ship (wtf?) minor stuff... when that's done I'll work on Gekko XD
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Last edited by Chrono Archangel; April 3rd, 2009 at 13:52.. |
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#110 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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way i handled timing was that i set up a timer object(did mine in c#) that called my op decoding function once per frame for 60 frames while testing which basically was 60 ops per second and when i finished the emulator i boosted it to run that function 10 times per frame so the finished version runs at around 600 ops per second.
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#111 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,289
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I'm restructuring my emu currently, so that I can learn about plugins and stuff. I'm really going out of my way with this first emu to make sure I have the knowledge I need for later endeavours. My source is also now available for viewing at chip8-emu - Google Code if anyone cares. Edit: Make sure to check out recent revisions if you end up wanting the code for whatever reason. The ones from March 09 and earlier are old broken code that never worked. Edit2: Note that the source doesn't work in its current state.
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Last edited by Dax; April 4th, 2009 at 17:05.. |
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#117 (permalink) |
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Registered User
Join Date: Mar 2009
Location: United States
Posts: 9
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I found out that something was wrong with the graphics in my original flash chip8 emu (it didn't wrap). Anyways, my goal now is to add support for schip. One problem though, BLINKY is having serious issues. Basically, the graphics are not drawing correctly. The link below will bring you to the page with the swf file on it and the complete code. Any answers will be appreciated. chip Also, i posted a while back about a chip8 to action script converter. I was wondering if anybody tried it out? The link for that again is below. (you have to have flash to do this) http://babbage.cs.missouri.edu/~jask...m=breakout.ch8 Thanks, Justin |
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#119 (permalink) | ||
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,203
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Massive reply!! Ask IBM to release an opcode table for the Cell BE. That'll be a good first step.Quote:
For Space Invaders, it's recommended that you check your flag like tomorrow is apocalypse. Additionally, it can also be a problem with the way you fetch the next bits for drawing, so look closely there. Make sure you're fetching exactly 8 bits per scanline for the sprite. For timing... well, there's none. Chip-8 or Super Chip have no timing. The only timings you have are the DT and the ST. If you feel like your emulator is running too fast, use a timer to execute codes only at intervals. Alternatively, poll useless stuffs in between instructions... such as extra drawing routines, extra screen buffer filters... etc... Quote:
Another good feature would be the graphics interface, which makes drawing vector graphics much less painful than it was back in ActionScript 2.0. Um... you could just click on his link to go see the source code and the emulator itself.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#120 (permalink) | |
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Registered User
Join Date: Mar 2009
Location: United States
Posts: 9
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Quote:
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