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#21 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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just thought i would update everyone on my progress so far, i got all opcodes implemented but there is still a number of bugs to work out included one that crashes the emulator due to overflow thats caused somewhere early on. included is a picture of the first output i was able to get just moments ago when i fixed interrupt handling. though its not much due to my bugs, its something to work with now. i think i may have also messed up video output but not sure yet lol. Last edited by Hatorijr; March 21st, 2009 at 16:04.. |
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#22 (permalink) |
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,205
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I am under the impression you'd get more responses and inputs if you post these on emutalk. NGEmu is a great place, but sometimes... I just feel it's not full of developers.That aside, maybe wait until you get something to work to some extend and then announce it then.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#23 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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well i fixed the bug i thought was in the output but now to go through each opcode to recheck everything, but it goes a bit further now until the overflow bug, roughly 45 full frames than somewhere in the 46th it crashes. better than the 2nd XD.
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#24 (permalink) |
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,205
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Shouldn't you have a dump of the memory segment, the current values of the registers, the currently executing opcode and the value of the program counter or such? ![]() I'm not sure if Space Invaders has one... but if there is a stack, maybe it is a good idea to implement a size check and garbage collector. Stacks are mostly used to pass arguments around... and it's easy to overflow a stack if you have a fixed size and the program counter keeps looping at an opcode that keeps pushing things into the stack... mmm.... I actually had that once, and I thought my stack implementation was wrong because there were some games that would loop at a wait opcode forever until something is run.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#26 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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well i now can have the game run without crashing currently, the problem was in a function i made for setting my flags, it was done incorrectly and once i fixed it, the emulator will stay open and looping correctly, so now to go through and fix bugs lol, i probably need to go in and implement a check to make sure that the game does not write to its self lol. i do believe my input system is functioning, i was able to cause a change in the lower right corner when i pressed the button for setting the dipswitch for putting in a coin. my concern right now is that i think i may have the video output done wrong but not to sure yet, i guess i should focus on fixing other bugs first lol. i have the sound effects files but i am waiting until the game works to put those into use. |
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#27 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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well i officially know my messed up video output was indeed caused by a messed up drawing function which i spent some time today fixing, now i have what appears to be half way correct output, only issue is its missing a lot of whats supposed to be there. but for now its a start. i suppose i could write a function to output the video buffer so i can go over it.
Last edited by Hatorijr; March 21st, 2009 at 16:04.. |
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#29 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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the disassembler i made for this and chip 8 was rather basic, it just showed "roughly" what each byte instruction in the rom file was, it does not do much else lol so going through checking if stuff works right is not exactly that easy to do lol. but if you need help with chip 8 let me know, i got very high compatibility on mine thanks to the help i got here.
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#31 (permalink) |
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Regular User ;)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: Naples Florida
Posts: 9,964
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Rap rarely uses MSN. Cellphone only for him. PM me if you want his phone number
__________________
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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#32 (permalink) |
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,205
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Lies. Anyway, my MSN is pretty obvious. And I'm on there pretty much 24/7. Phone... mmm... more like my personal music player rather than phone. If you're that guy who tried to call me 69 times yesterday and I couldn't be arsed to turn off my music, sorry, Phil. ![]() And congrats, hatorijr. Do we get to see anything cool soon?
__________________
cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#33 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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i hope so, i am having some rather serious problems with my network at the moment so i am a tad bit busy fixing that but i hope soon i can solve the issue in my cpu that is prevent it from filling the video memory correctly and the rest will be shown.
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#35 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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does anyone know of a good way to check if the auxiliary carry flag needs to be set? i have a thrown together method for doing it but i have my doubts as to how effective it might be currently. or maybe know of a site/document that explains it better?
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#36 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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well after a lot of work and tedious debugging i am proud to announce that space invaders goes ingame and plays almost 100% correctly, i have a couple bugs still in the cpu core but those will soon be smashed, i will be making a video soon to show .edit: here is the demo showing it working. http://fanetworks.net/~swatgod/video/demo.avi Last edited by Hatorijr; March 17th, 2009 at 08:58.. |
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#38 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,508
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How about posting your vid on youtube? It won't play for me
__________________
[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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#39 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 374
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umm thats odd it was made as a standard avi, what were you using to play it? its not on youtube cause me and youtube do not get along, it half works when it feels like it and most times i can not get much to work. edit: also if anyone knows a very nice and easy way to draw stuff quickly in directx can you please please post an example, i want to get away from using sdl to do the drawing cause it has a tendancy to use way to much ram for some odd reason.(btw i am using c#). |
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#40 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,508
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I was using Windows Media Player (not sure which version though). I have problems with Youtube sometimes (i.e. sound won't work, or video only plays for 2 seconds). When that happens, I just go to Tools -> Clear Private Data, but that's for firefox. I'm not a C# programmer, but you can easily draw things by locking the backbuffer in Direct3D and writing directly to it, or writing to a dynamic texture.
__________________
[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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