Re: [stella] Gameboy Advance '2600 emulator

Subject: Re: [stella] Gameboy Advance '2600 emulator
From: "Andrew Davie" <adavie@xxxxxxxxxxxxx>
Date: Sat, 8 Dec 2001 14:09:59 +1100
If I go public domain I'll be happy to share the source code.  I'm just
looking at the slight possibility of publishing, at the moment, in which
case publication of source will be up to whomever.  But as you know, I'm an
avid source-code sharer.
The speed problem on the GBA is not so much the language used - I used C++
because of the cleanliness of design it offers - but the fact that I haven't
taken advantage of the specific speedups available on the machine (using
particular areas of RAM to run code, for example.  In addition, I have a
sophisticated bilinear filtering and caching system yet to kick in.  I
expect quite a few months before I'm done, if ever.
Andrew Davie - adavie@xxxxxxxxxxx
TwoHeaded Software -

----- Original Message -----
From: "John Saeger" <john@xxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Saturday, December 08, 2001 4:17 AM
Subject: Re: [stella] Gameboy Advance '2600 emulator

> ----- Original Message -----
> From: "Andrew Davie" <adavie@xxxxxxxxxxxxx>
> >Frame rate is about 4fps on hardware - which, I
> > know, is dog-slow.  But on the other hand it's all C++ at the moment,
> > I'm mid-stream in my quest to convert it to fast assembler.
> Well, you know Stella is written in C++ and all things considered, it's
> pretty fast.  In fact, if you ask me, it's amazingly fast.  I used to
> quite a lot of time wondering how he got so much speed out of a C++
> I also used to spend a lot of time trying to figure out how to beat PCAE
> the speed department.  In the end I couldn't think of a better way.  So
> as it turns out, Stella, PCAE and z26 have very similar designs.  And IMHO
> the design is more important than the language, unless your compiler is
> really bad.
> Too bad you're not publishing source code.  I might like to have a look at
> it sometime.  ;-)
> John
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