You've made nes games work, nice!
Programming Discussion Thread
|
11-03-2013, 02:18 AM
(This post was last modified: 11-03-2013, 05:38 AM by ExtremeDude2.)
11-03-2013, 05:38 AM
(This post was last modified: 11-03-2013, 05:39 AM by ExtremeDude2.)
@Shonumi, does your GB emu boot up GBC games? (the few that work on a GB that is)
(11-03-2013, 05:38 AM)ExtremeDude2 Wrote: @Shonumi, does your GB emu boot up GBC games? (the few that work on a GB that is) Technically it can. The only problem is that most GBC games that could be played on the original GB use different MBCs. I've only coded support for MBC1, but games like LoZ-DX and Mega Man Extreme use the MBC5 chip. I guess MBCs are comparable to the mappers in the NES, but a lot more sane. The original GB knows nothing about GBC functionality, but it can boot up GBC only games (you'll just get a message saying that the game needs a GBC). EDIT: I'm implementing MBC3 support atm. Pokemon Gold and Silver work just fine, so I guess the answer is yes, it can boot GBC games that work on the GB :p
I've had a discussion with a friend of mine today about how LaTeX syntax sucks and we'd both like to have a different language as an interface.
Just for the heck of it, I came up with a very primitive LaTeX preamble writer for C++. It's basically a proof of concept about how you can use C++11 to create a LaTeX preamble as easy as Code: auto doc = DocumentStreamFactory::Create(DocumentStreamFactory::Title("Such title name"), In other news, I've got a single day left on my bachelor thesis and really should be working on that instead. Oh well.... 01-23-2014, 07:55 AM
You seem to have way too much time. Why C++ for that? :o That seems like a very bad fit to me.
* delroth thinks neobrain should take the time to learn a proper scripting language one day... 01-23-2014, 08:47 AM
Everything deserves a C++ binding. Why code in convenient scripting languages when you can instead write brainfucking template magic which does the same job?
02-01-2014, 06:58 AM
I've finally gotten around finishing some of the craziest features in my native fifo player:
The left window is Dolphin, running a homebrew application called native fifo player. This application waits for incoming network connections of a client application from which it can download fifo logs and run them (either in Dolphin, or even on native hardware). The right window is dffclient, a native Qt application which acts as a client - i.e. it's used to upload a fifo log to the homebrew application over network (via localhost in this case, since I'm just running the native fifoplayer in Dolphin - I could just as well upload it to my actual Wii though). The dffclient can do even more though: For the fifo log that it uploaded, it provides a full list of decoded commands which get streamed to the GPU. And what's more, if you select one of the commands (here: Command 34, 615201000b, which is somewhat cryptic), you get completely accessible information about the specific command: In this case, I selected a GPU command which triggers EFB copies, and dffclient automatically lists each register field and provides convenient GUI widgets to access them. Of course, it would be boring if I stopped there. I can in fact play around with the GUI widgets and change them. The changes will get reflected in the GPU command list and communicated with the homebrew application - which allows for on-the-fly modifying of fifo logs during playback! I've taken a screenshot, where I toggled the "Downscale" option: Now, this surely looks like random crap, but I didn't expect anything else by changing the downscale parameter. The point, however, is that this proves that the feature actually works 02-01-2014, 06:59 AM
Blog post plz.
02-03-2014, 09:09 AM
What language do you use if you want to code something that's optimized for a specific system? (i.e. a mobile device)
Would C++ do or would something like C be more appropriate? |
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)