Search found 287 matches

by crt0
Wed Nov 20, 2002 10:54 am
Forum: Programming Discussion
Topic: PVR Examples
Replies: 8
Views: 678

I could use this too. Specifically examples that use a mix of 4bpp paletted textured polys and 16bpp textured polys. -_- Thx in advance if anyone has some...
by crt0
Wed Nov 20, 2002 9:48 am
Forum: Official DreamSNES Forum
Topic: Is the SNES much more powerful than the Genesis?
Replies: 16
Views: 1797

mog you are seriously confused... for digital sample playing (and for programming the FM / PSG, although you could do this with the 68k as well), you'd use the Z80 (it's a Zilog cpu, not Motorola... the 68k [main cpu] was Motorola)... Z80 itself is however a fairly standard part, being used in many ...
by crt0
Wed Nov 20, 2002 9:41 am
Forum: Homebrew Software and Indie Games Discussion
Topic: DreamSnes Vs PSX
Replies: 13
Views: 1119

Depending on how well it runs, it's fair to state that it's possible to get it running at least that well on DC... however just saying it runs, without giving any indication of performance, allows one to (wrongly) make such an interpretation, so perhaps some more information is in order to be given...
by crt0
Sun Nov 17, 2002 11:27 am
Forum: Programming Discussion
Topic: sega saturn
Replies: 10
Views: 1067

Take a crack at an entirely x86-oriented, DirectX oriented, Windows oriented emu ... *shudders, chuckles, and moves on*
by crt0
Sun Nov 17, 2002 11:11 am
Forum: Homebrew Software and Indie Games Discussion
Topic: DreamSnes Vs PSX
Replies: 13
Views: 1119

is there someting about the SNES compard to the PSX that makes it harder to emulate? I mean it has a 5mhz chip ( not sure about that) the snes processor is quite a lot faster than that... It's more like 3mhz, and it's basically a slightly updated / overclocked version of the CPU in the NES, which i...
by crt0
Sat Nov 16, 2002 11:08 pm
Forum: Programming Discussion
Topic: sega saturn
Replies: 10
Views: 1067

I seriously hope that was a joke -_-
by crt0
Fri Nov 15, 2002 10:44 pm
Forum: Programming Discussion
Topic: How does one being to start making a emulator?
Replies: 55
Views: 3320

We have that too -_-
by crt0
Thu Nov 14, 2002 7:28 pm
Forum: Programming Discussion
Topic: Trading in coder's cable for phone line?
Replies: 5
Views: 465

Well your standard PC serial port will max out around 115200 or some number like that... in the 100000bps range... if you had a special serial port card though (a port with the extra stuff that makes it better than the standard PC ones) then you could get up to 2mbps, which is what the old homebrew ...
by crt0
Thu Nov 14, 2002 5:18 pm
Forum: Official DreamSNES Forum
Topic: Is the SNES much more powerful than the Genesis?
Replies: 16
Views: 1797

Just because they used an official SDK to code the emu does not mean it couldn't be done better otherwise. They get the benefit of a (hopefully) debugged development environment. That means the code is more mature and bug hunting accounts for less of the development time. You can probably achieve ne...
by crt0
Thu Nov 14, 2002 12:19 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: 32X DC Emulater?
Replies: 37
Views: 1672

It's "Lunar", and both were released on PSX.
by crt0
Thu Nov 14, 2002 7:29 am
Forum: Programming Discussion
Topic: How does one being to start making a emulator?
Replies: 55
Views: 3320

He kinda forgot to put it inside of < > though... and everything else he wrote was wrong... so it doesn't really matter :P...
by crt0
Wed Nov 13, 2002 10:19 pm
Forum: Programming Discussion
Topic: How does one being to start making a emulator?
Replies: 55
Views: 3320

sweet... Cless I agree, learn the language first before worrying about anything else you've asked... :|
by crt0
Tue Nov 12, 2002 11:15 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: 32X DC Emulater?
Replies: 37
Views: 1672

Uh... these days there is little incentive to optimize when PCs that powerful are dirt cheap. Be glad the SH2 core is coded in assembly, or you wouldn't be able to play those games for a while yet. Hell, I can play 32x Doom near full speed on my P2-400mhz machine... it's not that bad. You just gotta...
by crt0
Mon Nov 11, 2002 8:04 pm
Forum: Programming Discussion
Topic: How does one being to start making a emulator?
Replies: 55
Views: 3320

The same way you would with any other language. The basics: get a CPU disassembler up and working; turn it into a CPU simulator/emulator (not too hard because you already have all the decoding logic in place); code in support for all the I/O to other hardware that makes it work. That's really the mo...
by crt0
Mon Nov 11, 2002 7:11 pm
Forum: Programming Discussion
Topic: How does one being to start making a emulator?
Replies: 55
Views: 3320

Hell, skip SPIM and go to Mipster... granted it's just an "IDE" with SPIM built in, but it's fairly spiffy... I've been playing with it for a few weeks now to brush up on my MIPS skills again. It's awesome. available @ http://www.downcastsystems.com/ And if you are wondering what platforms...
by crt0
Mon Nov 11, 2002 4:51 pm
Forum: Programming Discussion
Topic: How does one being to start making a emulator?
Replies: 55
Views: 3320

It all depends on which platform you want to learn it for. One place to look is dmoz.org, under the Computers subcategory... they have references for most of the older processors like 68k, z80, and MIPS. You should be able to find other stuff through Google I'd assume.
by crt0
Mon Nov 11, 2002 10:19 am
Forum: Programming Discussion
Topic: How does one being to start making a emulator?
Replies: 55
Views: 3320

Also note, unless you plan on coding an emulator for a really underpowered system (read Dreamcast), assembly language really isn't a skill you should worry about looking into. PCs these days should have enough power to run just about any emulator even written entirely in C.
by crt0
Mon Nov 11, 2002 10:10 am
Forum: Programming Discussion
Topic: How does one being to start making a emulator?
Replies: 55
Views: 3320

come on you know sometimes you forget a lil snytax and u gotta refer back to the api. heh A language reference isn't an API reference. There are differences. An emulator is going to use a lot of the primitive operators present in the language (mathematical and logical operations, control statements...
by crt0
Mon Nov 04, 2002 9:01 pm
Forum: Off-Topic Forum
Topic: Public Notice to Mods: Topics that need to die
Replies: 11
Views: 263

Yeah I also wonder that... yeah...
by crt0
Mon Nov 04, 2002 8:10 pm
Forum: Off-Topic Forum
Topic: Which is the better emu?
Replies: 18
Views: 445

Uh... well one really bad way to fake the audio emulation is to use a pregenerated waveform and just resample it... that sounds like crap... the right way is to generate all the FM waveforms with all sorts of different effects and filters in real time... and it's slower as you can probably imagine :...