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Two9A

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Everything posted by Two9A

  1. A travesty of justice indeed. Don't worry. Good to see it's NOT affiliated with Nintendo. They might have been worrying a little there.
  2. Two points. First of all, I can't afford either value of currency; the most I can spend right now is $0. Second, y'all are getting so far ahead of yourselves. If you want touchpad support in DSemu, go ahead and write it; I'm still stuck fixing the dang CPU.
  3. Yeah, I've been following this; looks like a great project. If I had any spare computing power, I'd be right there at the top of the rankings (Ok maybe not. The guy with 3 dual Xeons would still kick my butt.)
  4. Thanks, guys. It is true that I don't get a lot of good-luck messages, especially compared to the people who want to see results, now And I'm not doing any of the hard work as such. It's the hardware hackers, making passthroughs and getting code running on the DS; they're the guys you want to watch. There's really starting to be progress in that area now. What I'm doing is the easy bit, and I'm not exactly good at that
  5. I woudn't say the millionth time as such; maybe we've had the discussion a few hundred times before this. As of right now, I couldn't care less about the touchscreen. We don't know how it works, how it interfaces into the DS; not much at all, in fact. And I've got other things to get stressed about now, like having a CPU that works I suppose the mouse would be a good way to go though. I ain't gonna use a Wacom tablet as per someone's suggestion, since I can't afford one. (By the way, there is no "they". It's one guy. I'd welcome some help, but I ain't getting any )
  6. Yer think? I've talked to mic in the past, and he does admit defeat over the debugger; but he has some good graphics, and he's getting sound fired up too. I venture that he's further where it matters I can see the most difficult bit being 3D. I'll have to move the gpu to an entirely new architecture (although I'll have to do that anyway at some point) to take advantage of the host PCs 3D hardware. As for the CPU, I'm already done with that (kinda). The new ARM7 core has most of the new instructions that I can see being used. I'm ignoring the multi-processor chat right now, that could be an issue Oh, don't ask me about sound engines. I dunno anything about the GBAs, even.
  7. I know for a fact that isn't the case; there're at least 3 projects that are further ahead than me right now.really who is farther than youOh my god, nested quotes rule. I'm afraid I'm not at liberty to tell you who's further ahead than me. Of course, that statement assumes that I even know who is doing all the work in the first place, which happens to be untrue. Short answer, I dunno.
  8. Yeh. You can try all the demos and games you like; right now, I expect under 1% of them to work in any manner. I've got that demo lying around here somewhere. I dunno what exactly it's doing to generate the mosaic, but I'm guessing it's not using the hardware as most other mosaic demos do. Having never touched a GBA in anger, I couldn't tell you what it's doing
  9. Yer know, this is all very strange. Sounds like it's getting stuck in a loop in init for that Open thing. And this duplication of the path? Rather weird indeed. I'll have to check it out.
  10. Sure, it's in the downloadable zip file as of 2 minutes ago.
  11. I dunno what the hell you guys are doing: Yeh, the consoledev demo hasn't worked for a long time. It'll probably be another long time before it does work.
  12. What, the zip as of 20050126-19:13 doesn't run oamtest? Weird. I'll remake the zip then
  13. Morning all. I've known about this guy for a while now; he did something similar with a random SNES emulator a while back. I honestly don't mind; he's not changed the copyright notices or the code, and since I'm licensing under BSD, it's his prerogative to make all the money he likes out of adverts. The only problem I have is that he's distributing a hella old copy of the thing; maybe some people will think there's been no progress if they look at that place. And btw. 16-odd posts within one day? Y'all've gotta give me time to read this place, and that doesn't happen too often
  14. I know for a fact that isn't the case; there're at least 3 projects that are further ahead than me right now. Oh, sure. You realise that such a thing doesn't exist, yeh? That's actually not the hard bit; the problem will be getting my head around the new memory map, the multi-processor communication and that darned 3D. I can't even do 2D yet. Ooh. Don't worry, I've got more than enough to marvel at in this thread, as it stands. (btw, MSPaint? Best thing evar.)
  15. DBasic, eh. Well, that's your problem isn't it I can never be sure whether a high-level language like BASIC is doing what it says. (Sure that + shouldn't be OR in the second line?) Mind you, maybe it is broken code; I'll check out the mode0 renderer for 256x256/16col in a bit.
  16. Ok; try running some demos that we both know use mode0, like fontdisp. If they're corrupt, then I'll know I broke something. Otherwise, are you sure your code uses mode0 backgrounds for the font, or are they sprites or something?
  17. Thanks for the tests, Fed. I haven't a clue about all this sprite corruption; I thought I was drawing them fine. Anyhow, I'll see what I can do about that. Yeh, all these rotate and stretch problems are issues because the bitmap modes are missing rotscale. Could be a little while before that's active. Good to see more stuff running though
  18. Fed: Haven't a clue why it's failing the first time, and the second is just weird. Looks like it goes through the motions, and then picks up a false return somewhere. Alright, don't worry, I'm on it. I had to go bed at the time. Oh, and you like the way the emu doesn't fall on its face at the first error anymore? I'm mucho pleased.
  19. It's deceiving; there's no progress really I'll check out the page, see if anything's worth updating.
  20. That'd work great for something like 6502, where there's no MUL instruction, Fed. Dunno where you want this code to go though; do tell which section you think could be improved by this
  21. Dude. 1) It's mostly in asm already. 2) I can't write that stuff to save my life, so I'm not gonna touch the dispatch loop; I'd only slow it down.
  22. Just one problem, really; if you profile the application, you'll find that the bitmap-mode scanline renderer doesn't get called all that often; it's the CPU dispatch loop where all the time is lost. I can put that loop in, sure; just not sure it'll help much Two Minutes Later: I tried it out on mode3, and it actually slowed things down. So maybe the compiler's doing a better job than I am?
  23. I'm lost, I'm afraid. The makefiles are the same between c and d, I'm pretty sure of that.
  24. Try opening up a command line, cd to the directory you put the DSemu src in, and typing nmake What does that do?
  25. Yeh, therein lies the problem. I'm at least trying to go about this in a fully legal manner, which means I can't afford MSVC6 in full. So, I don't have a build menu If you change the paths at the start of the Makefile, then issue "make clean" and "make", you should end up with a working fileset. But if you're compiling it, you're making changes; if you're making changes, can you please let me know, so I can put them in the "official" codebase?
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