The Hottest DCEmu Posters
Atari 2600 emulator for the
Gameboy Advance and also the Gamecube via the Gameboy Player.
been tinkering with this for well over 8 months and it's now at a stage where
I'm prepared to show it off (you should see some of the stuff I've worked on that
I'm not prepared to show to the world, a lot of it is totally wacky).
is written in pure assembly language, the main emulator core is completely coded
in Thumb and runs from ROM. The CPU emulation is a combination static recompiler
& interpretive core -- for those pesky VCS games that run parts of their code
out of RAM -- and is coded in ARM assembly running from the internal WRAM of the
Frame rate is a respectable 39fps, and a little more optimisation
will get that to a nice 60fps. There is no sound emulation yet, and I've only
implemented digital joysticks and not all ROM bank switching schemes are in place
so only 2KB, 4KB and some 8KB games actually run.
One thing I must shamefully
admit is that it currently doesn't run on the real hardware, only under the VGBA
emulator. I have yet to figure out what I'm doing wrong though I suspect it's
something very obvious.
The emulator can render the game in three modes
currently, and I'm thinking of adding a 4th. In " tall mode" you have
to rotate the GBA ninety degrees counter-clockwise and that gives you a nice tall
screen that renders out almost all VCS games correctly -- though obviously only
160 pixels wide. The other two modes render at the correct orientation but drop
pixels or add scan lines as appropriate. As the objects move around on screen
they seem to squash/stretch slightly with very noticeable pixellation that I'm
not happy with. I'm thinking about how to get a cheesey pixel filtering system
implemented that would smooth out this problem by anti-aliasing across two or
more pixels. I'm still thinking about that. I'd rather have a fast emulator with
imperfect graphics than a pixel perfect emulator that only runs at 30% of the