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#1
Re: I give up fixing my Virtual Boy, it
Posted on: 2/24 10:06
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Hair dryer. ;)
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#2
Re: VBDE/GCCVB issues
Posted on: 2016/12/30 6:57
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Could you post an example of some code you've recently tried that definitely causes glitches on hardware?
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#3
Re: VBDE/GCCVB issues
Posted on: 2016/12/29 9:57
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Test and debug your code against Mednafen. Reality Boy is old and its emulation is not very accurate.
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#4
Re: Virtual Boy Magnification
Posted on: 2016/12/6 7:52
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Rift lenses are not going to work very well, as they introduce a significant amount of distortion to the magnified image. You would probably need a dual lens setup, with an additional lens to counteract the distortion, sort of like dual fresnels. Not sure if such a setup could be done at the DIY level and still fit inside the VB. Source: I have a Rift DK1, DK2, and CV1. ;)

Might be worth investigating Cardboard though. I'm not as familiar with those, but as RunnerPack points out, they sure are cheap. :)
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#5
Re: The Yetee VB Shirt
Posted on: 2016/11/10 5:34
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Quote:

Hedgetrimmer wrote:
Got one too, thanks for the tip, but dare I say it, with the other forum post being resurrected again, Stand Position, the stand is on backwards 😊


No sale for me then. ;)
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#6
Re: Sound Chip
Posted on: 2016/10/23 23:10
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
My VB Sound Generator app was only written for OS X, and is pretty much geared only as a sandbox for the chip itself-- you can't use it to write music or anything like that. I do indeed have a music engine in progress, but I haven't seriously touched VB development in a long time so it just sits in a private Bitbucket repo for now. It's being written in pure assembly and requires that you architect your engine a certain way, but I already have tools written that ultimately convert MIDI files to my own .VBM format. One of these days I'll get back to it.
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#7
Re: GCCVB for Mac/Linux
Posted on: 2016/9/18 3:20
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Sure. http://www.planetvb.com/modules/newbb ... t_id=25933#forumpost25933

However do note that there are bugs. I recommend you check out what ElmerPCFX has been doing to improve GCC in this thread and apply some of his fixes before building the toolchain.
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#8
Re: PVB Collaborative Emulator
Posted on: 2016/7/11 6:11
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Quote:

Guy Perfect wrote:
I understand that you have an emotional investment in using C++ (or, as the case may be, in not using C), but I remind you to think carefully before accusing someone of making unsubstantiated claims. I don't want a constructive debate to devolve into name calling and hearsay.


Perhaps that was a little harsh and if so, I apologize. My point still stands though-- many of your claims so far about your preference for C are unsubstantiated.

Like I said, I don't care what language you use for your own personal projects-- if you love C and want to write in it, great! But starting a topic and making claims like "C is about as close as you can get to machine code without writing architecture-dependent programs, meaning it'll be about as fast and memory-efficient as they come" and "While the difference in performance is negligible, there's still a relevant impact when using C++ instead of C" is pretty disingenuous and a bit of a red flag to me. No offense intended to you, but this discussion doesn't fill me with a whole lot of confidence about this project from the get-go. If I have an "emotional investment" in anything around here, it's in seeing VB devs succeed-- while I'm sure you'll pull more than your fair share of the weight on this project alone, I predict it will take a much longer time without help or adoption, and I'm having a hard time envisioning a number of folks signing up.

Good luck with the project. :)
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#9
Re: PVB Collaborative Emulator
Posted on: 2016/7/10 21:41
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Quote:

Guy Perfect wrote:
1) Some of the features of C++ necessarily have more demanding runtime requirements to compensate. I mentioned the "new" keyword, which was confirmed to allocate a small block of memory every time an object is created.


Not any more memory than malloc() does for the same object. Literally. The GNU implementation of new is a sanity-checking wrapper around malloc(). Don't like it? Write your own. (Note that due to lack of function overloading, you can't easily replace malloc() in C.)

Quote:

But it was also brought up that trapping exceptions--one of the most powerful features C++ offers over C--has a host of overhead making it work. The runtime library required to use a C++ program has a larger memory footprint than the C runtime. While the difference in performance is negligible, there's still a relevant impact when using C++ instead of C.


pssst... you don't have to use them... ;)

Quote:

No amount of C++ trickery is going to make the emulation core work in a C environment, performance notwithstanding.


Absolutely false. (Seriously, this is the first Google result returned for "c wrapper for c++ library"-- did you do any research yourself or are you blindly going by what your "associate" says?)

Look, you personally can write your project in whatever language you want, and that's fine, but when you as a project leader open it up to the world and then place arbitrary restrictions on its development without supporting arguments that make technical sense, you're not getting off on the right foot. Code conventions are one thing, but shutting out a huge part of the language that's been in use for over 20 years because of some preconceived notions that it's less performant, top-heavy, memory-intensive, or what-have-you without confirming it for yourself first in practice, is at best silly and at worst irresponsible. Are these concerns really all that significant in the overall scope? Is it worth shooing away good C++ coders so you can recoup that .00001%? Worrying about speed or space issues is premature optimization that should be done only after profiling a project to see where the bottlenecks are-- otherwise it's time wasted over a mostly futile effort.
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#10
Re: PVB Collaborative Emulator
Posted on: 2016/7/6 23:10
Nintendoid!
Joined 2007/12/14
164 Posts
CoderLong Time User (9 Years) App Coder
Quote:

Guy Perfect wrote:
One of my desires is to help lift the veil on the internet that enshrouds emulation in an air of mysticism. An emulator isn't some arcane box of hocus-pocus: it's a rigidly-defined set of rules that get from point A to point B. I want people from all over the industry to be able to look at Planet Virtual Boy and, in doing so, learn a lot about how emulation works and maybe take the system a little more seriously in the process. (-:


Frank Cifaldi is way ahead of you on that... ;)
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