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Thread: DreamChip V2.0 - Chip8 Emulator For PSP

                  
   
  1. #11
    Banned Vendeta's Avatar
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    screens?

  2. #12
    LUA Coder D0N's Avatar
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    Great work Zion! Downloading now! :thumbup:

  3. #13
    DCEmu Coder zx-81's Avatar
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    Keep it up Zion
    here is my blog !

    Quote Originally Posted by Shadoks rule
    The more you fail, the more you have a chance that it will work in the end.

  4. #14
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    Thanks Zion! Nice to see projects like this.

  5. #15
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    But it's not an emulator. It's an interpreter... still a great job.

    But is it superchip compatible? If not, I'll just stick to my HP48G.

  6. #16
    DCEmu Legend acn010's Avatar
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    im glad he is improving to code in c
    good job

  7. #17
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    I'm glad you finally released it properly. A few suggestions: In the command line checker, add an exit(0); so that the program will quit properly on invalid input. You didn't change the output for incorrect SDL allocation (still reads 640x480). You can/should remove all the keyboard related stuff. Through the program you do pretty much identical joystick code 3 or so times. You have no need to check for the output bitdepth format, nor for the endian-ness when compiling for the PSP.

    Also, I'm not sure that you have the right, not being the original author to impose your own restrictions on the license that directly contradict the original license.
    If anyone is looking to buy, sell, trade games and support a developer directly at the same time, consider joining Goozex. Enjoy!

  8. #18

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    Quote Originally Posted by quzar View Post
    You can/should remove all the keyboard related stuff. Through the program you do pretty much identical joystick code 3 or so times.
    well, all that is needed. some games use the check keys function while others use comp keys..

    believe me it was the best way of doing it, i tried a lot of different ways but the current system feels best.

    thanks for the feedback

  9. #19
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    Code:
    /*sees if a certain key is pressed if so true is returned, else false is returned*/
    
    int
    comp_keys( byte key_pressed, SDL_Event *event )
    {
      while ( KeyMap_PollEvent(event) )
          if ( event->type == SDL_QUIT ) 
    		exit(0);
    
    	if(updown[7] /* LEFT */ && key_pressed == 04 )  return 1;
    	if(updown[8] /* UP */	&& key_pressed == 00 )  return 1;
    	if(updown[9] /* RIGHT*/ && key_pressed == 06 )  return 1;
    	if(updown[6] /* DOWN */ && key_pressed == 10 )  return 1;
    	if(updown[2] /*CROSS */ && key_pressed == 02 )  return 1;
    
      return 0; 				
    }
    My point is not that you were using 3 functions, but that you were repeating the same actions in all three, on top of that you do lots of stuff that just... doesn't do anything.

    note: the above may not work perfectly (as I don't have a dev environment to test it out on) but look at the code, you don't use/need any of the variables you declare in there, etc.
    If anyone is looking to buy, sell, trade games and support a developer directly at the same time, consider joining Goozex. Enjoy!

  10. #20

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    i see what you mean.

    thanks for the advice

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