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All Posts (Yeti_dude)




#1
Re: PVB Emulator & Fundraiser
Posted on: 2018/5/25 6:18
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
So now just "worlds" and the framebuffer tabs?
The registers in the VIP are pretty extensive, will there be a tab that just collects all those together?
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#2
Re: PVB Emulator & Fundraiser
Posted on: 2018/5/17 9:46
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
Great work Guy!

I'm trying to work out how you're going to have to pull this off. The character memory looks good; I like all the options. So now you have to do the Background Segments, Object memory, and Windows. That's going to be intense!

Since those sections of memory all reference char memory, are you going to be able to visually show each of those memory spaces? Maybe if you're looking at a background segment, when you hover over a tile, you can see the values of all the fields in that cell.

And then with all the VIP registers, it would be cool to have those all transformed in to a readable table. It's just too cool man!
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#3
Re: PVB Emulator & Fundraiser
Posted on: 2018/5/9 10:53
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
Quote:

Guy Perfect wrote:
This is a work post.

Right this moment, I'm sitting in front of the most progress I've ever made on this project. I can see what the CPU sees, and I can change registers and memory. It's all fairly simple stuff (heck, it came together in a week), but it's more than I've ever had in the past. At first it was trying to implement the emulation core with no real output for debugging, and then it was trying to figure out the best way to make a cross-platform GUI. But now... all of that's been solved and new tech has been implemented. We're about to dive into unswum waters!

What do you say we have us some graphics by the end of the week? That'd be cool, right?


Oh Guy! How many iterations of the graphics code have you managed in the past? You know it always takes a few whacks at it.

Quote:

To Do - Week of May 7, 2018

Do it all. All the video things. While the VIP is by a wide margin the most complex auxiliary system component, it's still far simpler than the CPU, which is already implemented. It has maybe like, I dunno, 20% as much going on as the CPU, so this should come together pretty quickly.

• Document VIP operations in the Tech Scroll

The vast majority of the content of the Tech Scroll is the CPU, but in a distant second place is VIP. It has several individual things that need to be researched and documented, but all-in-all it amounts to little more than a bunch of structs.

Last time I was looking into this, certain behaviors resulting from abnormal configurations of VIP data structures were... perplexing and difficult to describe. For the time being, I won't be trying to nail down everything in minute detail, so be prepared to see several editor's notes calling for additional research.

Up until now, revisions of the Tech Scroll have used fairly descriptive names for I/O ports and logical constructs. In particular, I despise the name "world" for describing the windowing functionality, but I think it's better in the long run to use the official names where available. KR155E rejoices, but let the records show that I decided in this way for reasons not related to his objections!

"Graphical elements are arranged into Windows, known in some circles as "worlds", which themselves are arranged on the screen and can overlap with one another. The contents of Windows consist of the other types of graphical elements and various effects like clipping regions (analagous to "scrolling" on other systems) and affine transformations are available." <- This is how the tech scroll reads right now. As you're rewriting the VIP portion of the tech scroll, make sure to switch over to KR155E and community's terminology.

Quote:

• Implement a VIP debugger window in the emulator

I'm thinking a conventional tabbed dialog like other emulators have should be sufficient. There will be tabs for characters, background segments, objects, worlds, frame buffers, "current" (see below), the column table, palettes, miscellaneous (see below).

The characters tab will display all 2048 character patterns in a scrollable area with a selectable palette. They can be scaled to some degree (up to maybe 4x?), and clicking one will bring up its data in another panel for editing. The index, address and mirrored address of the selected character will be displayed.

The background segments tab will have a spinner for selecting or entering the index of a segment to display. The image itself will be displayed in a scrollable area with custom scaling. By clicking on a cell within the segment, the cell's properties (character, flipping, palette, etc.) can be edited. The cell's address will be displayed.

The objects tab will contain a spinner for picking a particular object, which is displayed in its appropriate position in a mock frame image. Its properties (character, flipping, palette, etc.) can be edited and its address will be displayed.

The worlds tab will contain a spinner for selecting a particular world, which is displayed fully-rendered in a mock frame image. Its properties (position, size, mode, etc.) can be edited and its address will be displayed. Additional controls for h-bias and affine worlds will be available where appropriate.

The "current" tab shows in a mock image what the next frame will look like whendrawn, with all worlds fully rendered and layered according to their order. Individual worlds can be toggled on and off in the display. Various statistics regarding the scene will be presented, such as the number of worlds, characters and objects that are in use.

Guy, you can do it! This would be a huge boon to VBDE and it's sprite engine.

Quote:

The column table tab contains... um... Honestly, I'll need to think on this before deciding how to design it. For the time being, column table controls might just be relegated to the misc tab and edited per-column.

The misc tab contains all other VIP settings not included in any other tab. These include the version ID, palettes, brightness levels, interrupt status, the frame repeat setting, drawing and display status/control, frame buffer index and object groups.

I know it's blasphemy, but it wouldn't even be the end of the world if the column table wasn't fully emulated. Like, what good is it anyways? There's a standard column table that seems to do a good job evening out all the pixels out over the fluttering LED mirrors.

Quote:

• Create some simple test software

This is a homebrew VB program to run on the hardware for research purposes. It's not a fully-fledged "VIP Workshop", but it will allow modification of all element properties to inspect their effects on the VIP.

Let's see if you can get graphics emulated within a week AND then a home-brew demo! Next step looks like VSU, and then busses?

What if the PC emulator could make copies of raw rom & ram data: graphics, instructions, registers and interrupt routines? Let the user edit the code or graphics and then save out a usable home-brew resource.
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#4
Re: PVB Emulator & Fundraiser
Posted on: 2018/4/15 5:44
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
Woot! The Guy is back and ready for action! I remember trying to help out with some C library stuff you were fooling around with 6 or 7 years ago. Well, in the meantime I've had 3 kids and teach math full-time at a High School here in Las Vegas, so VB has fallen by the wayside.

Next year will be my first year teaching Computer Science and one of my objectives is getting students working on home-brew projects for old systems (teaching low-level programming, computer architecture, and graphics). A VB emulator for 3DS sounds intriguing, as many of my students may have one and be willing to give home-brew for VB a try.

I don't think I'll be able to contribute in a meaningful way to the programming of a Planet VB emulator, but I do have $80 burning a hole in my Venmo account right now. If you like cash money it's yours brother! If you have Venmo I can shoot it over to your lickety-split man.
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#5
Re: I present VUE3D, a dedicated VB emulator for Nintendo New3DS...
Posted on: 2018/3/15 8:14
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
You can do it Guy! I'm still patiently waiting for the VB Tech Scroll. I feel like a robust emulator and debugger are some of the last few pieces for VB home-brew. Think about what's out there now: VBDE, Home made carts, Link Cables. People complain about the current emulators not always mimicking the hardware well enough. Add a capable emulator and debugger and suddenly its much easier to do everything!
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#6
Re: G&P Monthly
Posted on: 2015/1/6 4:50
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
Guy,
If only we could get in touch with Dasi and get the devkit rocking and rolling. The initial hurdle I faced when getting in to VB home-brew was the hodgepodge of tools available. Thank you for your efforts in creating and modifying tools so that everyone else can home-brew better! One day I know we will have a full suite of tools that work together where it might even be somewhat easy to create home-brew VB games.
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#7
Re: Virtual Boy 20th Anniversary Project
Posted on: 2015/1/6 4:48
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
Yaaay!
It sounds like so many awesome things are taking place this year. Keep up the good work guys. When my masters is done in May I'll have to catch up on all the developments and recreate my development environment.
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#8
Re: G&P Monthly
Posted on: 2014/10/18 12:10
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
Guy, is there any way to get some of the tools you've been talking about. Could you make even devkitv810 available. I know gccvb is compiling at higher versions and I'd like to get a hold of that.
Also, do you have libVUE integrated to devkitv810?
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#9
Re: Linux Support
Posted on: 2014/10/18 11:57
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
blitter,
I'd like to hear how you compiled gccvb4 in Mac OS X. I have all three systems in my house. On my Linux computer I use Wine and VBDE. I'd like to be able to compile gccvb4 in Linux at some point, but knowing how to do it on a Mac would be excellent too.
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#10
Re: Emulator Development
Posted on: 2014/6/5 2:52
VB Gamer
Joined 2012/4/28
25 Posts
Long Time User (7 Years)
Guy writes V810 machine code by hand in hex, so I figure he's the best possible person for this job. I don't know how the heck a emulator is programmed, but I assume Guy knows his stuff about that too.

I would like to update the gccvb compiler to a newer version of GCC, even though Guy hates GNU. I do most of my work on GNU/Linux (Grrrr GNU) and my optimizations do not work. I've started looking in to the patches made to binutils and gcc that's included on this website. This might be a worthwhile project for me to learn a little more about the V810 processor instructions.

As for the SDL, there are two major versions of SDL out these days. SDL 2 came out a little while ago and I don't really know much about it. SDL in any version is great for handling graphics, sound, and input. Most resources online are about SDL version < 2. All I know is that part of my issue doing VB work in the past was no good way to debug my programs. Mednafen is about as good as it gets and I think Guy has found Mednafen to be lacking in many aspects as far as emulation and debugging go.
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