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alekmaul

[CV Emulator]Need info and ROM for test

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Hello community,

I'm currently making a new C.V. Emulator for Windows named E.mul T.two.

Why a new one ? because I want an emulator with lot's of debugging features to help homebrew developers.

Currently, it has all VRAM viewer, memory view, callstack and I will add a profiler.

It also has SGM compatibility and MegaCart compatibility.

I'm currently trying to find some information about F18A, to add compatibility with this board.

So, my question are :

- does someone has an API in C/ASM for dev purpose on CV ?

- does someone has a test rom to help me to test the emulator with this new feature.

 

 

post-16672-0-55719400-1536126797_thumb.png

Edited by alekmaul
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Thanks artrag, I currently have enough information to add F18A compatibility :)

I will contact Rasmusm if needed

Need screen showing symbols viewer (you can load your map file from sdcc if you want), sprites viewer, debug window with memory viewer (you can patch rom, ram, vram on the fly) and current config screen without F18A, but coming soon I hope.

Still need also to add breakpoint & profiler because first beta release.

It is also only for Windows, because of use of C++Builder & Windows components.

post-16672-0-06197100-1536389872_thumb.png

Edited by alekmaul

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Are you emulatoing the GPU on the f18a too or just the functionality?

 

There is a plane section in tank mission for instance which actually runs a small bit of code using the f18a gpu directly is why i ask. It had to do with mass shifting of tiles after the the f18a pixel scroll reached 8 shifted pixels. That would probably fail otherwise.

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To be honest digress, I need to study how does F18A works. If I can only emulate functionnality, I will do that.

If I also need more information I will contact you :)

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It already look awesome! Congratulations!!

The AY musics sounds a bit off.

I've executed an SGM game and the AY sounds like some channels are missing

Moreover I couldn't find how controllers are mapped on keyboard

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You can customize the controller input. The sound is not quite right yet. It's early version. It's working really good with my megacart roms

 

 

It already look awesome! Congratulations!!

The AY musics sounds a bit off.

I've executed an SGM game and the AY sounds like some channels are missing

Moreover I couldn't find how controllers are mapped on keyboard

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Yeah, currently no F18A support and sound must be improve, my current engine is not good when merging ay-8910 with sn76489.

 

Which game seems to have some AY channels missing ?

 

I also need to check SG-1000 compatibility, seems to be KO for lots of games.

 

Improvements that I will include also (since my last convention in France and some reports from guys at the convention) : the need to save the memory to a file (will be export as a constant).

 

Perhaps I will also add a dump in asm format of the code.

 

And , last but not the least, I need to work on the documentation :/

Edited by alekmaul

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I like being able to see the current tiles at a debug break and actually pointing out on the screen where the sprite is using the red box linked to the upper left corner. It helped me find some hidden sprites that shouldn't have been on the screen at all.

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I forgot, breakpoint points not yet implemented, that is my current task on the emulator.

Same thing about profiler.

But, when you enter in debug mode, of course, it is in pause mode, so like a breakpoint ;)

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Sure, as you got exe file, you can test it and put feedback on github.

I'm currently working on other stuffs (a GB game for example), but I will continue it, just after (breakpoint, sram , f18A and profiler still need to be implement) :)

Edited by alekmaul

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