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Messages - calc84maniac
Pages: 1 ... 178 179 [180] 181 182 ... 197
2686
« on: June 14, 2009, 01:59:36 pm »
Triple post ftw.  Note that saving to an appvar will not work yet with this game, since the save file is 32KB and I only support 8KB at the moment. But still, this is a nice start!  And lol at Red's flying head.
2687
« on: June 14, 2009, 12:45:10 pm »
Worked on the Pokemanz, got it running up to the title screen after some major changes to the emulation core. (For the ASM people, it was using SP in hacky ways.)
2688
« on: June 13, 2009, 06:03:35 pm »
we know the game and we're gonna play it
2689
« on: June 13, 2009, 01:56:56 pm »
Okay, I just changed 75% zoom mode so it only draws what's onscreen, and I also added grayscale to this zoom mode. The grayscale does seem slower, but it's still around the same speed as 50% zoom in black-and-white. Of course, the grayscale is still optional, so this shouldn't be any worry.
2690
« on: June 13, 2009, 12:23:07 pm »
awesome
2691
« on: June 11, 2009, 12:46:30 pm »
Well, I sort of fixed it. The high notes aren't as horribly off-key as they used to be, at least.
2692
« on: June 11, 2009, 12:21:15 pm »
It's about the same. Though, I recently found a bug where playing an extremely high note would cause the sound to take up all the cpu time, and I had to exit the application...
2693
« on: June 10, 2009, 05:48:42 pm »
Small update - I fixed an inconsistency in the CPU emulation which fixed a couple of glitches:
In Zelda, it was pretty much random whether you could skip a text box with B. In Kirby, sometimes you could suck up things which you shouldn't or couldn't suck up things which you should.
For the technical explanation, I wasn't supporting the opcode bit n,(hl) correctly when HL was pointing to ROM.
2694
« on: June 10, 2009, 04:28:14 pm »
2695
« on: June 09, 2009, 08:46:22 pm »
Wow have you tried it on a real calc yet?
Yep. It looks pretty good.
2696
« on: June 09, 2009, 08:39:46 pm »
2697
« on: June 09, 2009, 03:50:23 pm »
I read the data that has been written to the vram and draw the tilemaps and sprites specified... nothing really special about it.
2698
« on: June 09, 2009, 03:36:56 pm »
Emulate a 16.8 MHz 32-bit ARM processor? Thanks, but no thanks.
2699
« on: June 09, 2009, 02:22:08 pm »
on a side note, I wonder if this was alerady asked (I might even have asked it myself), but do you think it will be hard to support homebrew roms if you get most commercial games to work?
I suppose so, as long as they don't use any weird optimizations or hardware quirks. Yeah I was kinda wondering about homebrew myself seeing that I was starting to take interest in GBA programming.
*cough* not GBA *cough*
2700
« on: June 09, 2009, 02:12:11 pm »
oh yeah I forgot to ask this the last time, I was unsure if you had the stuff out of screen rendered or not. I was unsure but I thought if you didn't rendered it it would improve speed greatly. Glad it did. As for sound, when disabled, is the speed gain still minimal?
Keep up the good work 
Yeah, sound still uses very little cpu time.
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