You are not logged in.
Lost Password?

All Posts (blitter)




#1
Re: Spectre VR Dev Thread
Posted on: 4/23 23:50
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
OK. Good luck.
Top

Topic | Forum


#2
Re: Spectre VR Dev Thread
Posted on: 4/22 23:05
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
Skip steps 1 and 2. Please. You will burn yourself out in frustration after a month.

Disassembling and making sense out of optimized, unsymbolicated assembly is not for the faint of heart and definitely not a task for a beginner. Moreover, analyzing classic Mac OS assembly in 2019 is particularly difficult because Apple has done a fine job of eliminating the requisite API documentation from the Internet. By my estimation there are maybe 30 people left in the world who can decompile classic Mac OS applications, and those folks by necessity maintain a rich working knowledge of that API and its quirks.

If your goal is to make a version of Spectre on the Virtual Boy, very little of the Mac code will help you anyway. Here are a few major points about the Mac version that will not transfer over:

- No QuickTime on the VB. Nothing even close.

- Spectre's multiplayer is communicated using the AppleTalk protocol. Needless to say, this doesn't exist on the VB either.

- Graphics on the Mac are predominantly done entirely in software, typically via Apple's QuickDraw API which, as you can probably guess, also isn't on the VB. Spectre is designed to do all of its rendering in software, for instance (QuickDraw accelerators might help, but those are rare). Mac graphics coders have the advantage of better control over the back buffers-- games, if not rendering to the framebuffer directly, render to an offscreen buffer (which consumes RAM) and make a final blit to the screen. You don't have this on the Virtual Boy-- an offscreen framebuffer would consume 24K, or over 1/3 of the VB's total working RAM. In addition, video memory on the Mac is organized in horizontal scanlines-- contrast this with the Virtual Boy which uses vertical scanlines. In short, you will have to fully rewrite the renderer. The Virtual Boy sports a powerful sprite engine in the VIP that can be leveraged essentially as a GPU. Taking advantage of the greater amount of ROM over RAM to prerender the 3D graphics as sprites will provide major gains in performance.

- All Macs come equipped with some kind of DAC for playing back sampled sound. No such thing on the Virtual Boy-- sampled sound can be coaxed out of the VSU, but again, you'd have to do all of that in software, spoon-feeding individual samples to the VSU at a regular rate. This costs you CPU time that could be otherwise spent rendering Spectre's 3D world and tracking gameplay. Keep in mind that the V810 processor inside the VB is clocked at just 20 Mhz-- just slightly faster than a Mac SE/30. Rewriting the sound code to take advantage of the VSU's native capabilities will win that CPU time back. Most of Spectre's audio is not terribly complex anyway.

As far as I know, the original source code to Spectre for Mac is lost. If you have your heart set on using "original" code, your best bet is probably the iOS port, which was done using a technique that I suggest you use: a fan meticulously studied the game's operation and created their own clone using their own engine from scratch. I'm pretty sure its source code isn't public though, but even if it was, I still wouldn't use it for this project.

Seriously, I want to see this project succeed, as I too am a huge fan of this game and have many fond recollections of facing off against my sister in the late 90s. But you should approach it from the perspective of what the Virtual Boy is capable of and build from there. The Mac code will just get in your way.
Top

Topic | Forum


#3
Re: MultiBoy 32
Posted on: 3/5 21:28
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
Quote:

mellott124 wrote:

I also need the on-screen code for the title selection (volunteers?)


I volunteer as tribute. :)
Top

Topic | Forum


#4
Re: Portland Retro Gaming Expo PVB Meet Up
Posted on: 2018/10/18 6:11
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
This will be my first PRGE. I'll be around on Saturday.
Top

Topic | Forum


#5
Re: VB Emulator of choice these days
Posted on: 2017/12/22 6:58
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
Yep, Mednafen all the way. Best compatibility and a built-in debugger makes it pretty indispensable for homebrewing. Its developer is really passionate about accurate emulation and is very talented too. :)
Top

Topic | Forum


#6
Re: I give up fixing my Virtual Boy, it
Posted on: 2017/2/24 10:06
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
Hair dryer. ;)
Top

Topic | Forum


#7
Re: VBDE/GCCVB issues
Posted on: 2016/12/30 6:57
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
Could you post an example of some code you've recently tried that definitely causes glitches on hardware?
Top

Topic | Forum


#8
Re: VBDE/GCCVB issues
Posted on: 2016/12/29 9:57
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
Test and debug your code against Mednafen. Reality Boy is old and its emulation is not very accurate.
Top

Topic | Forum


#9
Re: Virtual Boy Magnification
Posted on: 2016/12/6 7:52
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 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. :)
Top

Topic | Forum


#10
Re: The Yetee VB Shirt
Posted on: 2016/11/10 5:34
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 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. ;)
Top

Topic | Forum