I Love Gameboy

Showcase your libraries, tools and other projects that help your fellow love users.
Delibrete
Prole
Posts: 37
Joined: Mon Dec 05, 2011 11:51 am

Re: I Love Gameboy

Post by Delibrete »

coffee wrote:
2.png
Ok, don't work so great. A lot of "trail" gfx problems but it+s a start! :D
is that a cracktro?
coffee
Party member
Posts: 1206
Joined: Wed Nov 02, 2011 9:07 pm

Re: I Love Gameboy

Post by coffee »

Delibrete wrote:
coffee wrote:
2.png
Ok, don't work so great. A lot of "trail" gfx problems but it+s a start! :D
is that a cracktro?
http://www.pouet.net/prod.php?which=54175

it should "be" like this

http://vimeo.com/8154479
Technicolour
Prole
Posts: 24
Joined: Sat Sep 24, 2011 12:22 am

Re: I Love Gameboy

Post by Technicolour »

Hmmm... the trailing/ghosting thing that a lot of you are getting is really wierd, I don't get that at all...

Anyone have any idea what would cause that? (My method of drawing is using a canvas and then redrawing the changed pixels every frame)
coffee wrote:It only runs in my osx with slime's JIT version. Since "Oh isn't there need a replacement. What kind of rom I need? It can emulate a "commercial" cartridge or do I need to use a homebrew demo?
EDITED: By other words just need to know some compatibility list.

EDITED2: It's this Oh? http://www.pouet.net/prod.php?which=54175

EDITED3: It should be! dont' even have to rename rom!
WORKS GREAT! CONGRATZ! First Love real emulator?
Most commercial games should work fine too (All the pokemons, zeldas, metroid, tetris have been tested) and thanks :D
Santos
Party member
Posts: 384
Joined: Sat Oct 22, 2011 7:37 am

Re: I Love Gameboy

Post by Santos »

Very cool!

I sure would like to learn more about emulation. Any advice for someone who doesn't know anything?
Technicolour
Prole
Posts: 24
Joined: Sat Sep 24, 2011 12:22 am

Re: I Love Gameboy

Post by Technicolour »

Santos wrote:Very cool!

I sure would like to learn more about emulation. Any advice for someone who doesn't know anything?
In my opinion the best place to start is with Chip8. Chip8 is a fairly basic system which is great for learning how emulation works, from there you can move onto things such as Space Invaders, Pacman, NES or even Gameboy.

Here's a few resources:
http://en.wikipedia.org/wiki/CHIP-8
http://www.emutalk.net/threads/19894-Chip-8
http://devernay.free.fr/hacks/chip8/C8TECH10.HTM
http://www.codeslinger.co.uk/pages/projects/chip8.html
Santos
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Posts: 384
Joined: Sat Oct 22, 2011 7:37 am

Re: I Love Gameboy

Post by Santos »

Awesome! :awesome: I plan on trying sometime, thanks!
coffee
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Re: I Love Gameboy

Post by coffee »

Technicolour wrote: Most commercial games should work fine too (All the pokemons, zeldas, metroid, tetris have been tested) and thanks :D
Seems so, they at least don't halt/crash . Are the ghost trail gfx problems canvas related or there is some gfx opcodes still missing (like the sound)?
Technicolour
Prole
Posts: 24
Joined: Sat Sep 24, 2011 12:22 am

Re: I Love Gameboy

Post by Technicolour »

coffee wrote:
Technicolour wrote: Most commercial games should work fine too (All the pokemons, zeldas, metroid, tetris have been tested) and thanks :D
Seems so, they at least don't halt/crash . Are the ghost trail gfx problems canvas related or there is some gfx opcodes still missing (like the sound)?
No, I believe it's a love problem. I for whatever reason don't get the issue at all:
rXQdy.png
rXQdy.png (38.42 KiB) Viewed 537 times
TEbt5.png
TEbt5.png (32.63 KiB) Viewed 537 times
coffee
Party member
Posts: 1206
Joined: Wed Nov 02, 2011 9:07 pm

Re: I Love Gameboy

Post by coffee »

That's odd. I'm using slime's LuaJIT OSX version and I got a lot of lack of refresh. Also color of screen is different of yours.
3.png
1.png
Technicolour
Prole
Posts: 24
Joined: Sat Sep 24, 2011 12:22 am

Re: I Love Gameboy

Post by Technicolour »

It looks like the pixels are drawing slightly transparently or something... My pixel drawing code is in gmb_gpu.lua at lines 536 and 536, it should be a pretty standard affair.

Code: Select all

love.graphics.setColor( Colour, Colour, Colour, 255 )
love.graphics.point( n + 0.5, YCo + 0.5 )
The positions are clearly correct, it's just the colour/transparency seems wierd.
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