Reality Boy v0.84 Beta - 模擬器
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By Zenobia
at 2008-12-11T11:44
at 2008-12-11T11:44
Table of Contents
http://www.goliathindustries.com/vb/VBNews.html
A new Beta version of the VirtualBoy emulator RealityBoy was released.
12/09/08 - Wow, another long stretch! DogP made a very nice contribution to
the emulator and I had been doodling around with it for the past several
months so I decided it was time to release a new version. DogP added sound
support (win32 only) and added link port emulation using tcp/ip. He also
fixed some major bugs in Affine mode and in the opcodes. Now all commercial
roms run and all but the direct draw games are fully playable. I have been
cleaning up the code in preparation of porting it to both SDL and the XBox.
This should open things up to being ported to more interesting platforms like
the Nintendo Wii. You can grab reality boy 0.84 for windows here and the
source code here. I decided to stop distributing the compiled versions of
both linux and dos, you can still compile them from source if you need them.
--------
- History
--------
12/09/08 - More reorgamizations, reenabled sound and link port for win32
only. Began port to SDL (SDL will be the basis of XBox and other ports).
11/22/08 - Began port to XBox, reorganized code for more portability.
Combined DogP′s code back into main branch. Broke DogP′s code (need to
reenable it)
11/11/08 - DogP - Added link port emulation over TCP socket... not complete
emulation (yet?), but does work enough for simple games/demos. It′s
currently pretty slow over a real network, but good for dev on the same
machine connected via localhost. Fixed various minor bugs.
11/06/08 - DogP - Fixed a bug with Save RAM handling where all RAM would be
saved, but only the first half of RAM would get filled at startup. Added a
Pause button (Tilde). Added a stub for link port emulation to be completed
later. Added a stub for Bitstring Search functions (and cycles counts) to be
completed later.
11/04/08 - DogP - Fixed up a few things related to sound. Added some cycles
for floating point and others. Fixed a bug with MUL instruction (wasn′t
casting to signed properly)... this fixed crashes and drawing in Red Alarm
and 3D Tetris, and fixed the crash in Golf.
11/01/08 - DogP - Added sound emulation... not perfect, and some things not
implemented, but overall sounds close to what it should. Noise channel LFSR
sounds should be checked against hardware (manual isn′t specific enough on
the implementation). Also fixed some floating point flag handling (according
to the NEC docs), floating point CVT and TRNC instructions, and fixed the SAR
carry flag. Also set it so emu will run in the background (since the sound
paused otherwise, which was really annoying).
10/28/08 - DogP - Added some debugging things like a breakpoint from video
mode, and memory watch (very crappy, should be fixed). Fixed a bug where the
emu would crash if it was unable to open a file when writing memory to a file
(from the debugger). Fixed a bug in dump memory ′d′ in debugger where it′d
only display one byte of the hword. Added bitstring cycles. Added CPU
instruction cache profiling (in reality_boyD.exe ′′ displays cache stats, ′
/′ clears cache stats).
10/22/08 - DogP - Fixed a bug in the Affine Parallax code... MP Parallax is
handled funny in Affine - details in the dev manual section 27.2. This shows
the bug I see on hardware in my homebrew Mario Kart game, and also fixes the
Virtual Bowling lane alignment issue. Also fixed a couple bugs? when run in
2D mode, where instead of just drawing the left screen, it drew it without
parallax (MP or GP)... was this on purpose? Without it, it can cause some
ugliness.
--
A new Beta version of the VirtualBoy emulator RealityBoy was released.
12/09/08 - Wow, another long stretch! DogP made a very nice contribution to
the emulator and I had been doodling around with it for the past several
months so I decided it was time to release a new version. DogP added sound
support (win32 only) and added link port emulation using tcp/ip. He also
fixed some major bugs in Affine mode and in the opcodes. Now all commercial
roms run and all but the direct draw games are fully playable. I have been
cleaning up the code in preparation of porting it to both SDL and the XBox.
This should open things up to being ported to more interesting platforms like
the Nintendo Wii. You can grab reality boy 0.84 for windows here and the
source code here. I decided to stop distributing the compiled versions of
both linux and dos, you can still compile them from source if you need them.
--------
- History
--------
12/09/08 - More reorgamizations, reenabled sound and link port for win32
only. Began port to SDL (SDL will be the basis of XBox and other ports).
11/22/08 - Began port to XBox, reorganized code for more portability.
Combined DogP′s code back into main branch. Broke DogP′s code (need to
reenable it)
11/11/08 - DogP - Added link port emulation over TCP socket... not complete
emulation (yet?), but does work enough for simple games/demos. It′s
currently pretty slow over a real network, but good for dev on the same
machine connected via localhost. Fixed various minor bugs.
11/06/08 - DogP - Fixed a bug with Save RAM handling where all RAM would be
saved, but only the first half of RAM would get filled at startup. Added a
Pause button (Tilde). Added a stub for link port emulation to be completed
later. Added a stub for Bitstring Search functions (and cycles counts) to be
completed later.
11/04/08 - DogP - Fixed up a few things related to sound. Added some cycles
for floating point and others. Fixed a bug with MUL instruction (wasn′t
casting to signed properly)... this fixed crashes and drawing in Red Alarm
and 3D Tetris, and fixed the crash in Golf.
11/01/08 - DogP - Added sound emulation... not perfect, and some things not
implemented, but overall sounds close to what it should. Noise channel LFSR
sounds should be checked against hardware (manual isn′t specific enough on
the implementation). Also fixed some floating point flag handling (according
to the NEC docs), floating point CVT and TRNC instructions, and fixed the SAR
carry flag. Also set it so emu will run in the background (since the sound
paused otherwise, which was really annoying).
10/28/08 - DogP - Added some debugging things like a breakpoint from video
mode, and memory watch (very crappy, should be fixed). Fixed a bug where the
emu would crash if it was unable to open a file when writing memory to a file
(from the debugger). Fixed a bug in dump memory ′d′ in debugger where it′d
only display one byte of the hword. Added bitstring cycles. Added CPU
instruction cache profiling (in reality_boyD.exe ′′ displays cache stats, ′
/′ clears cache stats).
10/22/08 - DogP - Fixed a bug in the Affine Parallax code... MP Parallax is
handled funny in Affine - details in the dev manual section 27.2. This shows
the bug I see on hardware in my homebrew Mario Kart game, and also fixes the
Virtual Bowling lane alignment issue. Also fixed a couple bugs? when run in
2D mode, where instead of just drawing the left screen, it drew it without
parallax (MP or GP)... was this on purpose? Without it, it can cause some
ugliness.
--
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模擬器
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