The Tub of Awesome

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Emulation goodness inside
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177 entries
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Scet
July 20, 2008
Last Post
Well apparently my GDNet+ stuff still works, I canceled it since I don't post much any more, maybe there's some grace period or something.

I haven't done much over the summer since I'm so tired after work. My only real progress has been separating GameKnight into two projects, the Windows executable…
1,341 views
Scet
May 03, 2008
Look! It's another crappy Beta!
Wow, not a single post in April. My focus on school did pay off though, four A's and one D(I was expecting an F so this is good). Anyway my burn out is wearing off and I've started to work on GameKnight again.

This release(0.2) adds save states and a crappy dialog window to change keys.

Unfortunatel…
1,289 views
Scet
March 29, 2008
Laugh at my source codes!
I've setup a CodePlex page for GameKnight(yes we're back to GameKnight, no more GreatNES). The binaries and source are in separate zips since CodePlex doesn't have an option to label a file as both. I was also planning on going with the zlib/libpng license, but CodePlex limits the licenses you can …
1,491 views
Scet
March 18, 2008
Total Lack of Progress
It's been over two weeks since the last update, so I thought I should update this thing. Unfortunately I haven't been able to get much done in that time, it's the last couple weeks of school and I'm buried in tests, assignments and projects. There's some sound code, but not enough to actually make …
1,386 views
Scet
March 01, 2008
In Living Color Part 2
Well I fixed the rather trivial bugs, most of which where a pain to find due to all the changes I made.

The first one was pretty embarrassing, basically I was using windows calculator to find a the right shift amount for 0x2000 and used 1 << 0xD, but I forgot my hex for a second and put 1 <…
1,360 views
Scet
February 27, 2008
In Living Color
I've given up trying to track down every little bug for now, and have started working on sound and GameBoy Color features. Unfortunately information on both is extremely scarce so this may take a while.

I have color support kind of working. The extra memory and color palettes are in, but some of the…
1,449 views
Scet
February 14, 2008
Synchronization hell
I've squished a few more bugs and have almost all the games working now. Most still have some graphical problems, likely due to timing. There are also two games I continue to have trouble with, Mortal Kombat which refuses to pass the "presented by Midway" screen and Super Mario Land 2, which won't …
1,358 views
Scet
February 09, 2008
Damn you and your integers C#!
Guess what? It's time to play "spot the bug" again!


public static int RRCA( Processor Processor, Opcode Opcode )
{
int Carry = ( Processor.A << 7 );
Processor.A = (byte)( ( Processor.A >> 1 ) | Carry );
Processor.NegativeFlag = false;
Processor.HalfCarryFlag = false;
Processor.CarryFlag …
1,164 views
Scet
February 05, 2008
What Mega Man would look like on LSD
I fixed a bug in the TIMA(timer) register and have been able to get Super Mario Land and Kirby's Dream Land working again.





The problem was that both games re-enabled interrupts right near the start of their interrupt routines and the timer interrupt was occurring too often.

Sadly Kirby's Dream Land …
1,418 views
Scet
February 02, 2008
Almost there
When I said almost all the games worked last time what I really meant was that only half of them worked, the other half started but where buggy as all hell. I've squashed quite a few bugs and now there really is only a couple games that don't work. For example Mega Man V(my favorite Mega Man on the…
1,063 views
Scet
January 23, 2008
Lots of progress
NES Progress

The NES portion of the emulator is coming along. The processor, memory(including VRAM) and a few mappers are implemented. I can actually run and trace programs, but nothing shows up because I haven't implemented the PPU. I'm waiting till the GameBoy portion works to make sure my timing …
778 views
Scet
January 04, 2008
Two thousand and seven
First, happy new year! (Yeah I know I'm a little late)

Second, I thought I'd do a recap of 2007 as I enjoy reading the other ones people have put up. Plus it helps that I change projects every couple weeks [grin]. So here it goes:

January - Various Doom and Quake related projects which would eventual…
1,206 views
Scet
December 29, 2007
Drawing.Bitmap makes me want to kill myself
I've been planning on making a GUI version of VAtlas for awhile and have finally gotten around to it. The plan is to fix several problems with VAtlas like being able to handle image formats other than 24 and 32 bit, editing previously made atlases, XML output and maybe sometime in the distant futur…
888 views
Scet
December 10, 2007
More TileStudio Stuff
If anyone's interested, I've ported one of my old TileStudio demos to XNA. Be aware though that I've only been using XNA for a few days, so there's probably plenty of room of improvement. It likely won't work on a 360, it lacks any of this "content pipeline" stuff and I doubt it works with the "cli…
788 views
Scet
December 09, 2007
Burn Out
Wow it's been over a month since I last posted. Unfortunately I haven't gotten much of anything done in that time. I started working on a NES emulator, but got tried of it after coding the 6502 portion. I also wrote a small(two source files) CHIP8/SCHIP interpretor call Chipmunk using SDL.Net:



I've …
881 views
Scet
November 01, 2007
Actual development news
Unfortunately I haven't really felt motivated to work on GameKnight for the past two weeks. However since it's decent enough that I could actually show it off should I choose to try to get a programming job, I don't think I'll be releasing the source. Oh well, it's not like there's a shortage of Ga…
810 views
Scet
October 31, 2007
BEWARE I LIVE


Yeah sorry, I'll post some actual development stuff tomorrow. I needed something to post of Halloween and unfortunately I didn't have time to do another Doom inspired pumpkin like last year, plus I had to show off [smile].
848 views
Scet
October 14, 2007
Demo #2
Well here it is. This version improves the interface(no more command line) and features better LCD timing. Almost all games now start up, although most are only playable for a few seconds before they go all screwy [sad]. I've included a few PD ROMs in the demo, however for some reason "They came fr…
732 views
Scet
October 12, 2007
Back in business
I finished rewriting the code a few days ago, but unfortunately there where a few bugs that stopped anything from running properly.

After days of stepping through numerous games code with the disassembler, the problem turned out to be that I placed Memory.WriteUInt16 instead of Memory.WriteByte in …
753 views
Scet
October 05, 2007
The new and improved Apex
I've started working on a new emulator application, named Apex just like the GBA emulator I was working on. Basically it's a MDI application with a plug-in based system that loads various game systems via .NET DLLs with reflection. The first system to be added will of course be the GameBoy.

It's goi…
904 views
Scet
September 27, 2007
Demo Time!
Updates:

I've implement mapper 3 and 5 so the only mappers left are the special Hudson and Bandai ones. With these two mappers all the Pokemon games along with Ghosts 'N Goblins now work, although Ghosts 'N Goblins suffers from seizure inducing sprite flickering.





Sprite multiplexing may work on the G…
908 views
Scet
September 25, 2007
Almost there
Small update today. I've implemented windowing so status bars now work along with finally fixing the palette issues. Still need to work on sprite priority.



Should have a demo ready sometime this weekend.
791 views
Scet
September 23, 2007
ARM CANNON FTW
I've gotten more games to run and a few are now completely playable thanks to squashing a retarded bitwise bug in one of the jump opcodes. This is the problem with making an emulator, all it takes is one little mistake in one opcode hidden away and nothing will work right. It doesn't just crash eit…
773 views
Scet
September 22, 2007
Le Progress
After implementing mappers 1 and 2 along with all the interrupts I've been able to run a few more games. Unfortunately "run" doesn't mean "play", most games fail to get past the title screen.



I can play a couple games though:





Every game seems to have sprite issues though. Mega Man seems to load sprit…
792 views
Scet
September 13, 2007
HOLY SHIT IT WORKS!!!!!!1
Yep I've actually been able to emulate something. Not much really, just a simple 32KB public domain ROM, but it's a good start. I'll be implementing the memory mappers over the weekend and trying to run something bigger.



I've also been working on the various debugging tools for the emulator. The onl…
791 views
Scet
September 09, 2007
Finished Porting
Thought I'd update this to say that I've finished porting the C++ code from my DLL into the C# project. I plan on writing a few debugging tools(disassembler,memory viewer,etc..) before actually trying to emulate anything though.



The project is moving along well, hopefully this journal will finally s…
788 views
Scet
September 05, 2007
GameKnight
GameKnight is another emulator I'm working on for the GameBoy. Right now it is a horrible mix of C++ and C#. This is because originally it was supposed to be a GameBoy emulator for the GBA, however after weeks of having to use ARM assembly and C, I decided to go back to the PC before I went insane.…
761 views
Scet
August 29, 2007
Scan line rendering
I've been avoiding this for a long time, largely because I thought it would slow things to a crawl. See the GBA has a framerate of 60FPS and a resolution of 240x160 which means having to render 9600 lines a second.

Things have turned out all right though, I lost about 150FPS, going from 580 to 430,…
1,144 views
Scet
August 28, 2007
Apex
Yes that's right, I'm not dead. I just haven't done anything over the summer, but now that my summer job is over, I have returned to programming. One thing I realized though was that I can never really make a game by myself since I have no artistic talent and lack the money to hire people with tale…
980 views
Scet
June 25, 2007
Progress
I've added the ability to change "height" values along with the way objects work. In the previous screenshot, the west and south walls where two seperate objects( two different files), I've now changed it so the south wall is just the west walls image flipped, it saves work making objects and saves…
853 views
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