Hi! As a new member to the group, I thought I'd introduce myself. I am a programmer, and have been working with handhelds for 4 years now. I wrote an...
... important ... I ... Palm ... I've written a translator that sounds relevant to your project. It's an Atari VCS/2600 emulator for AmigaOS, and so translates...
... Thanks. I'll take a look at it. ... The newest Palm devices (OS 5 and future) all use ARM processors. Although in the OS 5 devices, there is a 68k...
... Neil kindly provided a .zip version for the amiga-deprived among us and I've unpacked it into the individual files for the bandwidth- deprived......
... Welcome aboard to you too, Neil. They're ARMs. (ARM7 or ARM9 - I'm not sure which - I think they allow Thumb code) If one were doing a 650X to ARM...
... make ... Why not put up your sources online for us to have a look at? We now have 4 people (including yourself) who have actually written one of these...
... what the ... The Atari 2600 does not have a frame buffer. The TIA chip only keeps track of one scan line at a time. You have to count cycles and write ...
... what the ... Mike Perry explained it well. I'd just like to add that the VCS doesn't have a VSync interrupt (or any interrupts), the programmer has to...
... pauses ... Thank you both, Mikes explanation gave me this gist of it and the docs you just uploaded have some of the details: TELEVISION PROTOCOL (The TV...
The problem is that sometimes the programmer doesn't update the FIFO, in which case the same pixel pattern is drawn across MULTIPLE lines. In fact, this is...
... FIFO, in ... In fact, ... also ... counted ... correct ... location) ... Yes. In fact each sprite is sometimes used more than once on the same line. That...
Hi, (sorry for the delay) ... well, to tell the truth, i made tests with one demo made by chris covell. si just wrote a lex scanner for the opcodes presents in...
http://www.dwelch.com/gba/roids.htm A static translation of Asteroids (6502) to ARM by D Welch. I found this by accident while looking for a harness for ...
Hello everyone. I was approached the other day by Graham to join this group. Yep, I did what I called a translation of Asteroids from the 6502 to ARM. ...
... can ... and ... I had a go with this to disassemble asteroids and it's definitely not bad, but I've seen much better. It messed up badly in some places...
What a great HOWTO. Very good info. I am new here but not to this topic. Yes, this approach works great! We (Eric Smith and I) used it before using a...
... has ... branch ... Acorn programmers routinely used bit immediate as a 1-byte skip instruction, i.e. a "Bit Immediate" whose operand was another (usually...
... opcodes as it is running. (note you need to build this list in such a way that you can add to it later). ... translated code for the opcodes in your opcode...
Only a partial implementation, sorry. In case you want to try other compilers or check my numbers. http://www.dwelch.com/gba/three.zip Dont have ADS running...
... On the GP32, I don't think it's a problem. I ported Tailgunner the same way and it too is vector based and used a slow-ish processor, but it ran in ...
... Your asteroids translation looks to be quite close to fast enough for the GBA. Here's some ideas that might get you the rest of the way... #define...
I switched gears, I found some 6502 code that was certainly what the emulator I was using was derived from. So I started over with asteroids deluxe and this...
Nope, not complete, just barely started. I think I have a good 6502 skeleton to work from for those who are interested (and in case I give up and dont...
... Damn, I am running ahead of a hurricane here (sitting in my car with the internet on a cellphone) otherwise I'ld love to have a look at what you've done...