All Posts (blitter)




#1
Re: RFC: Standardized interrupt vectors
Posted on: 8/18 8:29
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
I almost never use dev mode-- most of my development happens against Mednafen, and my game consumes nearly 100% of the 16Mb of the FlashBoy anyway, so dev mode isn't too effective for me. Why do you need to test against hardware so often? Is there a bug in Mednafen requiring hardware for accurate results?
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#2
Re: Possible compo in 2015 ??? lets talk about this
Posted on: 8/17 9:20
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
I'm still working on the same project I've been hacking away at for years now. Didn't have time to finish it for the 2013 compo, but who knows maybe another one will light a fire under me... ;)
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#3
Re: Vanguard V coming to virtual boy???
Posted on: 8/12 5:34
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
Article on RtoVR includes shoutouts to PVB and Guy Perfect! :) http://www.roadtovr.com/vanguard-v-ki ... endo-virtual-boy-version/

I've reached out to Justin and if/when they start production, maybe they can make use of some of the libraries I've written.
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#4
Re: Bit String Details, ft. How Mednafen is Wrong
Posted on: 8/10 5:13
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
Sorry, I must have missed the part where you clarified that it wasn't the same across resets (fresh CPU and hardware state), in addition to being different across subsequent executions in the same program loop.
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#5
Re: Bit String Details, ft. How Mednafen is Wrong
Posted on: 8/10 4:06
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
Is the output consistent across hardware resets? The V810 doesn't have a RNG. There has to be *something* deterministically causing that undefined behavior. Not that I'm volunteering to find it... ;)
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#6
Re: Undocumented System Registers
Posted on: 8/9 21:29
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
Very interesting indeed. Have you tried playing around with any of the unused/reserved areas of the memory mapped registers? I'm not-so-secretly hoping there's a writable flag somewhere that the VIP checks to determine whether or not to swap/clear the frame buffers each frame.
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#7
Re: CPU General Purpose Registers
Posted on: 7/22 8:31
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
Short answer is yes it is compiler-dependent. At least, GCC 4 reserves r3 for the stack pointer, and the remaining registers in the range r1-r5 save for r2 are set aside for internal uses. As I look at the v810 patch, r11 may also be used for long jumps, but I've never seen that code generated in my own projects. r30 might cause a problem with bitstring instructions depending on what compiler you're using-- you can either disable the frame pointer using -fomit-frame-pointer or just use GCC 4 where it's patched to use r25 as the frame pointer. :)

There is no "OS" built into the system, nor is there a "heap" (unless you implement one)-- Whatever code you write is all that it runs. I personally have my own crt0.s that does nothing but initialize the stack, data and bss sections; the rest is handled in my C code. If you don't have any interrupts firing though, then I would say feel free to use any register you want other than r3 and I believe r31, since it's used as the link pointer for returning from the jal instruction.

Caveat emptor; it's been a while since I've done any VB coding. Maybe dasi or DogP can chime in with some insight. ;)
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#8
Re: Establishing a ROM Format
Posted on: 6/20 4:07
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
Just chiming in here-- IMO this is solving a problem that doesn't exist. Currently there are no games (or flash cart hardware for that matter) that make use of the expansion RAM, and until there are, we're putting the cart before the horse by designing a file format that we don't even know how it will be used. Like Tauwasser hinted at, VB games already know what hardware is used just by virtue of what the code does-- if the code talks to SRAM, then it uses the SRAM; if the code talks to the link port, then it uses the link port; etc.

No need to overengineer a special format describing "mappers" or other capabilities when such things are merely hypothetical right now. Just stick with the straight ROM images.
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#9
Re: Reproduction talk (where we are at)
Posted on: 5/5 22:33
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
32MBits?!? Man the project I'm working on now could *really* use that extra space... How soon until I can order one? ;)
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#10
Re: First time you heard of the Virtual Boy
Posted on: 4/14 1:11
Virtual Freak
Joined 2007/12/14
91 Posts
CoderLong Time User (6 Years) App Coder
Display unit at Toys 'R' Us, back probably around 1996, because it was right on the cusp of when the N64 was about to be released. There were (original) Game Boy displays, N64, SNES, PS1, and Saturn kiosks set up. Every once in a while you'd see a Pico too. *rolls eyes*

I joined PVB in 2007 while in college, after lurking for a couple of years. Had just bought my first VB off of a childhood friend of mine and thought it would be fun to develop for. Back when David Tucker and Alberto would still pop in every once in a while... ;)
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