Support and General Use > Plugins/Viewers
NES plugin - a proposal
ComposerDude:
Hello, world!
Okay, thoughts on aoNES (I'm really busy this week, guys, sorry!):
TuxNES has some nice advantages, such as what stateq2 said.
On IRC I have been advised to avoid assembly at all cost.
License has to be clear. I'm kind of picky when it comes to open source.
Considering tuxnes advantages, it will make it easier for us to port fceu code and nofrendo code over for us.
The most effecient way can often be the easiest.
I'm out like a light!
ComposerDude
ZOOM!!
stateq2:
Llorean:
Sorry about that. I need to break that habit :)
ComposerDude:
Thanks for clearing that up. I was thinking that we needed to stay away from assembly, because Rockbox is compiled for targets of varying CPU architectures, and now I'm sure ;) I'm going to do a little more research tonight.
LambdaCalculus:
That's why C is best for this project.
stateq2:
I started hacking at the TuxNES source, and everything seemed to be going smoothly, until I reached the dynamic recompiler and linker parts. The use of x86 assembly to link the C code and 6502 assembly is really giving me a headache.
I've spent most of the day trying to get a hold on it, but it seems like a really big task to convert in a timely manner.
As Multimedia Mike said earlier, perhaps we should consider nofrendo. It's written completely in C, so we can hopefully spend less time hacking at the cpu stuff, and devote more time worrying about the graphics output.
ComposerDude:
I personally think you're right, stateq2. How much work would it be to simply port the cpu core of either FCEU or nofrendo? I haven't started hacking, but from reading the code of these three sources, porting mapper support from FCEU should minimize the the mapper support problems within TuxNES, and likewise nofrendo's 'elegant' cpu would minimize assembly cares, and xodnizel's 250A code in FCEU would enhance game support alongside of mapper issues.
Have you looked at xodnizel's implementation in FCEU?
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