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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Tue Aug 30, 2005 12:37 am    Post subject: [quote]

Why attempt to recreate the hardware, by paying attention to the timers and the necessity that they don't conflict, when you only need to recreate the system the hardware allows?
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Tue Aug 30, 2005 12:46 am    Post subject: [quote]

LordGalbalan wrote:
Why attempt to recreate the hardware, by paying attention to the timers and the necessity that they don't conflict, when you only need to recreate the system the hardware allows?

Because you'll always need to avoid conflicts. Ever heard of a mutex? Or locking a resource? Even if you use threads to simulate a coprocessor, you still need a certain form of control to synchronise execution.

If it were that easy, I'm 100% certain someone else would've thought about it ages before you or I would've. People don't just design systems and purposefully leave gaping performance holes in them, otherwise they lose money.

Read up on regulating thread timing and communication to understand just why you can't ignore problems like this, especially, ESPECIALLY in such a low-level environment. I can already picture data desynchronising and being written out of order because of faulty coprocessor synchronisation.

Here. I've even gotten you a few links.

http://www.cs.cf.ac.uk/Dave/C/node31.html
http://www.mvps.org/directx/articles/thread.htm
http://www.devarticles.com/c/a/Cplusplus/Multithreading-in-C/3/
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An OpenGL RPG in the making. Now with new hosting!

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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Fri Sep 02, 2005 5:25 pm    Post subject: [quote]

Hehe. Vision (my emulator) has already found itself a use in a rather ambitious ROM hack of mine that involves HEAVY assembly hacks. It's a very powerful debugger when used properly. :)

I probably won't release it for a while, as most of what I'm doing right now is linking to it via TextPad and adding opcodes as I need them. However, I'm moving out in a few days and won't have internet access from home for a little while. I'll try to write up a draft of the document I mentionned sometime this weekend and I'll post it.

If anyone's interested in the ROM hack in question, it's a small (ie, reasonably manageable; I've seen enough projects to know what "overly ambitious" is ;) ) but complete remake of FF3 with heavy changes to the game engine. It, too, will include a "how to" document (which should be pretty useful for ambitious ROM hackers and complements the 65816 compiler pretty well.) I'll gladly post a link to the demo once I upload it.

It's a shame my job isn't this fun. ;) God I hate high-level programming languages. So bloated, feels more like using some RPGMaker instead of a real programming language, only with apps...
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An OpenGL RPG in the making. Now with new hosting!

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