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Understood
@enthusiRegistered June 25, 2019Active 2 months, 1 week ago
17 Replies made

it was tested on Hyperboy and Flashboy. Reportedly renaming it to lower case helps with the HF32.

oh,
this isn’t fully dead. Just put on ice for other projects and some priorities during yes, the pandemic.
I kept the source in a rather clean state (as far as I recall 😉 so I intend to pick it up one day.
Tracing actual objects IN this voxel world is very tricky and I havent fully made up my mind which approach to follow.
Probably NOT the one I used so far:

So when firing bullets, tracing them along the terrain (works) having them impact the terrain and even modifying it (works) but also showing a resulting explosion at the proper position while moving (OUCH, that’s terrible 😉

  • This reply was modified 2 years, 4 months ago by enthusi.
Attachments:

Just to keep this ‘up to date’.
I agree that such things should be tracked in a forum rather than on chats.
I recently(ish) finished an extensive audioplayer/engine:

My first project was/is a dungeon gridder (step wise movement):

Here I took a break before making major changes to some of the engine.
This is not dead, however 😉

Current most active project is a voxel engine:

The engine is basically done. Current/next steps are to turn this into an actual game.
Risky phase of any homebrew – the transition from tech-demo to game. I’m optimistic but progress slowed down here because of general increase in work load in other fields.
I will most likely continue here right on next occasion.

Yeah, good points. Both of you. Executing from RAM without cache should be notably faster than from ROM but then again, given what we learned/know about cache: it should almost always be on in any time critical part 🙂
I will happily run more dedicated tests with this framework – at some point 🙂

  • This reply was modified 3 years, 1 month ago by enthusi.

read access to ROM costs one extra cycle compared to WRAM (or 2 if WCR is clear).
read access to Framebuffer costs additional 4 cycles.
uns = 0x10000
timer = 20e-6
wram = 0x7b9
rom = 0x85c
framebuffer = 0xaeb
mhz = 20e6

(((rom – wram) * timer )*mhz/runs) = 1 cycles per run for ROM vs WRAM
(((framebuffer – wram) * timer )*mhz/runs) = 5 cycles per run for framebuffer vs WRAM

That’s an interesting question (of course).
This is what happens to dump the cache:
movea $12, r0 , r22
movhi $500, r22, r22; (1<<4 | 2 |$50000 << 8) = dump to $5000000
ldsr r22, 24;CHCW ;this is 16bit wide format II
;followed by a call
add -4, sp ;this is also 16bit format2
(last 2 opcodes are 4 byte together = $72d8, $447c)

(latest) mednafen stops there. Real hw also shows:
0000dfe3 which is st.w lp, 0[sp]. So I would think it fetches the next FULL 32bit.
(which is odd since cache entries are 8byte).

Hi,
I hope this is not considered hijacking this thread but in the end that inbuilt tracker follows a quite different approach.
Just thought it would potentially interest some composers in here, that by now there is a music engine published:

VBeat, free VB music engine (with example 🙂


Cheers
enthusi

Very nice indeed 🙂

Thanks,
I got no reply so far though, and it seems he wasn’t even logged in since November ’19 so maybe he takes a rest 🙁

@Nes freak, do you have (good) experience with VB eyes being shipped from/to Europe/Germany? 🙂

Ah, thanks alot! I will contact him 🙂

Hi,
my VB unit also had a glitchy eye that I was able to fix by heating the cable and applying pressure again (no oven but heat air gun, so I think it was rather gentle in comparison).
That fixed it but only so far it seems. More recently it fails again (same eye). So I really want this fixed in a more permanent way. Any suggestions whom to address best when shipping from Germany/Europe?
I would probably sent in both sides then, naturally.
Thank you for any help.
Cheers
Martin

bought one.
What would really make it useful to me is when it can be used in a game-development-chain that does NOT run on Windows (linux here).
I do not mind running binaries in WINE when that works. So many ‘such tools’ require a Windows setup with several DLLs etc. for no real reason. I can happily test this on several linux machines if wanted.
Cheers and keep it up 🙂

I recently was able to play it on Oculus Quest in 3D and it was a beautiful little experience. I really enjoyed this piece of art and felt sad (in more than one way) when it ended.
Thank you for making it and even more so for releasing the sources!

I just set up sidequest recently (worked out of the box via Linux as well) merely to get the Virtual Boy emu running. It is amazing. Very great experience playing RedAlarm or Warioland with it.
But I mostly spent what little time I had to play and finish the recent redsquare.
Thanks for everyone involved making this possible \o/

I closely follow this thread 🙂
I own a Quest and VB now and this would be quite awesome.

I also sign up for one unit to Germany. I would love one for dev-purposes mostly (and checking available games/demos naturally 😉 so I do not mind too much about proper/best cases etc. and early (functional) versions would be fine, too.

Hello,
what an great effort 🙂
I just peeked into development for the VB after I cruised a couple of retro systems.
Is the Flashboy currently available?
I definitely want to buy/order one.
It would be very kind if anyone could hint me towards the proper place to do that if this just isnt right here 🙂
Thanks alot and best wishes,
enthusi /PriorArt