Anyways, the shaders still have to be tested and (probably) modified a little bit to work on my emulator, I’ll let you know when they are working.
Until the next time (Which I believe will take some time)…
I was thinking about making a hardware renderer using shaders, but I’m still thinking about how to emulate features like HDMA and the likes…
That’s about it for now, new changes are in the SVN Repository…
In brief, Tao.Sdl is my new API and on top of that I’m creating a Graphics Library to do all the work I need, and do it as fast as possible with as little interaction with the unmanaged world as possible. A working copy is distributed alongside IPSEmu, it’s no use to release as another project since I’m also relying on SdlDotNet for the message loop and a lot of other stuff that I haven’t implemented and probably WILL take a long time to implement. The idea behind the library (under Bigwave.Graphx namespace) is to push pixels as fast as possible onto the screen and that’s the only thing it does (for now…).
Anyways the working copy of svn has the changes. Any feedback would be appreciated.
Until the next time.
IPSEmu means Infinity Project - Snes Emulator. The name came from the fact that I see this project as a neverending one, hence Infinity, and the abbreviation comes from the fact that it would otherwise be an extremely long name (I like explicit names, but for the sake of simplicity…).
The current status is:
Everything else is not emulated, but I’m obviosly working on it. Commecial games do not run since there is no SPC700 emulation, besides the fact that there is no input either so it wouldn’t make sense to run them. It will take some time to get this into the emulator since I’m currently working out speed related issues, more specificly rendering speed. Both SdlDotNet and MDX are giving me a hardtime (I’m looking on how to get these to work the way I want as fast as GDI+ at least), so currently GDI+ is what I’m using (interestingly it’s the fastest method for unscaled rendering).
I’ll keep you posted on anything else. You can get the source through svn, since cvs is down until past tomorrow. Anyways, when cvs is up again I’ll upload the project, till then svn is the way to go (I’ll still use svn since I like it more).
Until the next time.