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04-25-24 03:47 PM
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Main - Computers and technology - 2D Sprite-based Console (WIP) Hide post layouts | New reply


Yoshimaster96
Posted on 04-23-15 08:27 PM Link | #59176
Posted by Yoshimaster96
It's basically a console I'm designing that has a MIPS32 CPU and 16MB RAM (might make it 256MB). I also designed the graphics processor commands to handle 2D graphics directly. This is only an emulator though, and not a physical machine.

Here's a screenshot (doesn't actually load a game image):
[image]


[EDIT]

Decided to design my own CPU architecture to be more closely geared towards the console. Haven't finished it yet though.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 05-13-15 10:03 PM Link | #59780
Considering whether I should add 3D support, or if I should just keep it 2D.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Arisotura
Posted on 05-15-15 01:35 AM Link | #59821
I find this technically interesting. Why make your own CPU instruction set, though?

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Yoshimaster96
Posted on 05-15-15 01:39 PM Link | #59837
Several reasons:
To simplify emulation and development (in some ways, in other ways it will be more difficult because of it)
To curtail piracy (an unknown or proprietary instruction set is tougher to hack)
To allow more flexibility

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Arisotura
Posted on 05-15-15 02:05 PM Link | #59838
You'd commit the mistake of blocking homebrew more than piracy. As soon as the communication between the system and the game storage medium is cracked, it's possible to make the system load any game you want.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Yoshimaster96
Posted on 05-15-15 04:46 PM Link | #59839
Yeah, the reasons weren't all that great. Maybe I'll just stick with the MIPS CPU. Then I won't have to make a new compiler, I can just use GCC. I will have to pack files into a filesystem though.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 06-01-15 02:50 PM Link | #60506
I decided with neither 2D nor 3D, but rather a bitmap-based console that supports both, and more! Customized graphics engines FTW!

Here is a gradient generated by poking values into memory (i.e. the emulator does this alone, not from a game image):

[image]

There are actually 3 frame buffers, that are combined to form a final image, and then masked to a specific per-channel brightness.

For example, say pixel (0,0) has color #FF0000 (red).
If the multiply buffer is enabled, each channel is multiplied by a constant #80. This yields a darker color, specifically #800000. Then, if the screen buffer is enabled, each channel is screened by a constant #80. This yields a lighter color, specifically #BF8080. Then, if the mask is enabled, with #808080, all channels are halved (max channel value for all channels is 128), thus the final color for pixel (0,0) is #5F4040.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 06-08-15 02:32 PM Link | #60771
Got a basic game image to load (W00T!):
[image]

Still lacks audio and input support though. That's next on my list.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 07-11-15 05:35 PM Link | #62118
Welp, this project has yet another revision! I guess it's no surprise given the scale of the project, but I've decided to go 3D with a fixed shader pipeline.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96


Main - Computers and technology - 2D Sprite-based Console (WIP) Hide post layouts | New reply

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