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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by AWJ
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AWJ
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Posted on 12-09-04 11:10 PM, in DS Emulator Link
It's wrong because it's piracy. Retro emulation is part of the same family as next gen emulation. The same people that go out and download NES roms are out making DS emulators and reverse-enginerring the PS2 and putting Linux on X-Box. The whole subculture is people looking to ripoff game companies for whatever reason.


Disch, who exactly is being ripped off by people "putting Linux on the X-Box"? It sounds like you've absorbed some pretty strange, almost Galambosian views on intellectual property.
AWJ
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Posted on 12-17-04 09:53 PM, in FCEUXD W00t. Link
One useful feature would be to see the current state of the mapper--which PRG and CHR banks are loaded at which addresses, which nametable mirroring mode is currently in use (for mappers like MMC1 and MMC3 that can change the mirroring with a register write), et cetera. Right now seeing which banks are currently loaded requires looking at the CPU address space in the debugger and comparing it with a copy of the ROM loaded in a hex editor. And the only way to find out what mirroring a game is using is to trap writes to the mapper register that controls it.

The debugger in SNES9x has a "view hardware features used this frame" command which tells you at a glance what screen mode is being used, the locations in VRAM of the pattern tables and name/attribute tables for each layer, the scroll position of each layer, what each of the HDMA channels is doing, and such. Here's an example of its output:

> w
V-line: 0, H-Pos: 8
Screen mode: 1, (BG#2 Priority)Brightness: 15

V-blank NMI enabled
H-DMA 0 [4] 0x7F8A00->0x2126 inc repeat 0x7F8380 indirect addressing
H-DMA 1 [3] 0x7F8A18->0x2111 inc repeat 0x7F10F8 indirect addressing
DMA 6 0 0x7FF220->0x2104 Num: 0 inc
VRAM write address: 0x5633(Byte), Full Graphic: 0, Address inc: 1
BG0: VOffset:12, HOffset:12, W:32, H:32, TS:16, BA:0x5000, TA:0x0000
BG1: VOffset:12, HOffset:12, W:32, H:32, TS:16, BA:0x5400, TA:0x0000
BG2: VOffset:0, HOffset:0, W:32, H:32, TS:16, BA:0x5800, TA:0x3000
BG3: VOffset:0, HOffset:0, W:32, H:32, TS:8, BA:0x3000, TA:0x0000
Main screen (always on): BG0,BG1,BG2,OBJ,
Sub-screen (always on): BG0,BG1,BG2,OBJ,

Window 1 (255, 0, 17, 17): BG0(I-XNOR),BG1(I-XNOR),BG2(O-OR),OBJ(I-XNOR),COL(I-XNOR)
Window 2 (255, 0): BG0(O),BG1(O),OBJ(O),COL(O)
Fixed colour: 000000
AWJ
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Posted on 12-29-04 12:05 AM, in FCEUXD Release Link
Originally posted by Vystrix Nexoth
my congratulations on the emulator. it runs acceptably well under WINE (except for sound), and even then surpasses anything produced by the meager attention the greater NES emulation community has so graciously conceded to GNU/Linux (or *nix in general).


So, how difficult would it be for someone to port all the FCEUXD additions to FCEU from Win32 to something cross-platform like WxWidgets? I know the FCEU core itself is cross-platform--the emulator can be built and run (without a GUI) on Linux, *BSD and probably anything that SDL supports. I seem to remember Xodnizel was working on a cross-platform GUI at some point before he lost interest in the emulator altogether.

My knowledge of GUI programming is slim and my knowledge of Windows programming (other than VB) nonexistent...
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