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Screwtape
Board Admin
Joined: Sat 11 Apr 2009, 04:21:58 Posts: 4783 Location: Australia
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Re: emulator efficiency
Given how buggy the first releases of FFVI were, I imagine there's a bunch of code that was put in that never actually gets called because some other piece of code uses an unconditional branch instead of a conditional one, or whatever.
_________________ Maintainer of the unofficial git repository for bsnes.
The ending of the words is ALMSIVI.
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Mon 09 Jun 2014, 06:01:53 |
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CaptainJistuce
Joined: Wed 06 May 2009, 04:13:19 Posts: 4543
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Re: emulator efficiency
What if it's graphics data AND code? Admittedly, not LIKELY on the Super Nintendo, but it's done in Atari VCS games.
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Mon 09 Jun 2014, 09:30:00 |
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trap15
Joined: Fri 25 Nov 2011, 21:23:17 Posts: 175 Location: San Diego, California, USA
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Re: emulator efficiency
I've done this before on SNES for placeholder graphics while working on a demonstration, so it's not unheard of on the platform
_________________ Twitter | Daifukkat.su <S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go <T.Fuzisawa> [How does one become a game designer?] Play every game ever made. Then think of something that has never been done and make it a reality.
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Mon 09 Jun 2014, 09:34:13 |
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The Doug
Joined: Wed 08 Sep 2010, 17:05:03 Posts: 133
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Re: emulator efficiency
For this post we can see that Sora has no assembly experience. He still thinks he can identify code and data statically. But I think he even knows what "statically" means in this context. By Sora's logic, to build an atomic bomb you need to put uranium in a box, throw it out of a plane and the bomb explodes.
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Mon 09 Jun 2014, 13:31:28 |
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Screwtape
Board Admin
Joined: Sat 11 Apr 2009, 04:21:58 Posts: 4783 Location: Australia
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Re: emulator efficiency
Just express the movement and velocity of each atom in the bomb as a mathematical equation, evaluate them all, and then you can tell which buildings need to be destroyed, so you can go and punch them down at your leisure.
_________________ Maintainer of the unofficial git repository for bsnes.
The ending of the words is ALMSIVI.
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Mon 09 Jun 2014, 13:34:43 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
| | | | Code: #include "asspull.h" unsigned const char logotype[] = { 0xFE, 0x6C, 0x6C, 0xB6, 0xB6, 0xB6, 0xFF, 0x00, 0x07, 0x43, 0x2B, 0x11, 0x29, 0x45, 0x03, 0x00 }; int main(void) { dmaCopy((void*)MEM_TEXTFONT + (0xE * 8), logotype, 16, DMA_INC); REG_SCREENMODE = SM_TEXT; // | SM_BOLD; WriteStr("Hello World! Asspull \x0E\x0F\n~Running a C program~"); while(1); } | | | | |
What have you done recently, SoraK05?
_________________ http://helmet.kafuka.org
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Mon 09 Jun 2014, 16:13:29 |
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wareya
Joined: Thu 22 Mar 2012, 04:37:56 Posts: 502
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Re: emulator efficiency
Very OT, but, I suddenly want to make a game for the asspull.
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Mon 09 Jun 2014, 16:29:00 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
Wait a few days. I'm hoping to reimplement hardware sprites and bitmap mode. Then there's massaging crt0 into allowing initialized variables, and the rest of the BIOS functions such as ReadKey and ReadLine. Also, WriteString's newline handler seems to be bugged. Then I'll look into screen mode 3, which is tiled. Note that all screen modes allow hardware sprites. Until then, you can already check the KeyIn register by hand, poke characters onto the screen, and redefine the textmode font. Which might suffice for certain games. Oh, and there's a bunch of Thumb instructions still unimplemented. Any takers?
_________________ http://helmet.kafuka.org
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Mon 09 Jun 2014, 17:08:18 |
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The Doug
Joined: Wed 08 Sep 2010, 17:05:03 Posts: 133
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Re: emulator efficiency
Wow, Sora's topic about compression was epic too, but the topic was closed. Sora wrote an imense amount of (incomprehensible) text. http://forum.codecall.net/topic/77970-looking-for-c-programmer-to-assist-in-developing-a-compression-algorithm/
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Tue 10 Jun 2014, 23:19:28 |
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cr1901
Joined: Fri 03 May 2013, 06:51:50 Posts: 410 Location: NJ
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Re: emulator efficiency
... How the hell did this thread go on for ~370 posts?
_________________ "It wouldn't be a byuu.org forum thread if the thread topic didn't derail at least once."- Some byuu.org forum member "Clearly the answer to [cross platform portability] is to write a DOS application and then everybody can run DOSBox. Except for [cr1901], who can run it natively."- Screwtape
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Fri 13 Jun 2014, 21:04:56 |
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HitokiriEric
Joined: Mon 08 Nov 2010, 19:09:18 Posts: 236 Location: Ann Arbor, MI
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Re: emulator efficiency
Because there's no way to prove to a persistent delusional idiot that they don't have some secret knowledge that would completely revolutionize the world if only they could convince the world of their correctness. It's like the free energy crowd that loads up on a ton of actual terminology so they can sound like they might know what they're talking about, but upon further inspection, are just talking out their ass and using that technical terminology incorrectly. However, people who do know what they're talking about feel compelled to engage those people in conversation, first to give them a fair chance to explain their ideas just in case they're on to something new but don't know how to express it, and then further to attempt to show them why they're wrong.
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Fri 13 Jun 2014, 21:12:23 |
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byuu
Joined: Fri 10 Apr 2009, 15:00:08 Posts: 13668
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Re: emulator efficiency
Post an insightful, 4000-word post correctly explaining something in great detail on any major website related to said post. You'll get no responses. Make a minor mistake, and you'll get 100+ replies correcting you. People love to correct others. That, and probably 20% of the 370 posts are people asking how this thread could be so long, and others explaining their theories as to how.
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Fri 13 Jun 2014, 22:44:19 |
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Kakashi
Joined: Mon 20 Apr 2009, 08:11:50 Posts: 5266 Location: 日本
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Re: emulator efficiency
Also, math.
_________________ CaptainJistuce: He's totally in the wrong, Kakashi's 100% in the right. Note: The above statement is subject to act of byuu.
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Sat 14 Jun 2014, 00:26:04 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
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Sat 14 Jun 2014, 08:25:50 |
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Kakashi
Joined: Mon 20 Apr 2009, 08:11:50 Posts: 5266 Location: 日本
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Re: emulator efficiency
Mednafen needs a motherboard file. This discussion is moot.
_________________ CaptainJistuce: He's totally in the wrong, Kakashi's 100% in the right. Note: The above statement is subject to act of byuu.
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Sat 14 Jun 2014, 08:33:25 |
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