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PostPosted: Fri Oct 14, 2016 5:10 pm 
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It indeed improves readability and for that matter maintainability.

I actually had been contemplating a lot the last couple of days on the differences between preprocessor macros vs inlining.

The benefits and drawbacks between the two is almost identical!


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PostPosted: Sat Oct 15, 2016 12:53 am 
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fastgear wrote:
... On my Samsung Galaxy I got on average between 1 and 2 milliseconds per batch of 20000 emulated 6502 Cpu cycles when running the Klaus test suite for both uninlined and inlined versions.

So by my quick calculation you're getting about ten 65xx MIPS ... that should give you plenty of headroom to throttle it up or down for games and such.

Mike B.


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PostPosted: Tue Oct 25, 2016 4:54 pm 
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I have just released part 11 on my series for developing a C64 emulator from scratch running on Android. In this part we will add emulation of the C64 screen.

Here is the link:

http://androidemufromscratch.blogspot.c ... creen.html


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PostPosted: Sun Oct 30, 2016 4:09 pm 
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I have just released the next part on my series for creating C64 emulator running on Android. In this post we will be adding Keyboard emulation.

Here is the link:

http://androidemufromscratch.blogspot.c ... board.html


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PostPosted: Fri Nov 18, 2016 6:45 pm 
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I have just released the next part in my series, creating a C64 Android emulator from scratch. In this post we will be implementing variable timers and programmable interrupts.

Here is the link:

http://androidemufromscratch.blogspot.c ... imers.html


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PostPosted: Thu Dec 01, 2016 5:55 pm 
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I have just released Part 14 in my Series creating a C64 emulator for Android.

In this part we finally implement the Tape Emulation functionality.

Here is the link:

http://androidemufromscratch.blogspot.c ... ation.html


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PostPosted: Wed Dec 07, 2016 5:52 pm 
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I have just released the next part in my series creating a C64 emulator from scratch for Android. In this part we will implementing scan based rendering.

Here is the link:

http://androidemufromscratch.blogspot.c ... creen.html


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PostPosted: Thu Dec 15, 2016 11:25 am 
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I have just released the next part in my series creating a C64 emulator from scratch for Android. In this part I have implemented the remaining VIC-II graphic modes and raster Interrupts. I have also implemented an onscreen joystick.

Here is the link:

http://androidemufromscratch.blogspot.c ... modes.html


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PostPosted: Fri Dec 30, 2016 4:17 pm 
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I have just finished with part 17 in my series on creating an Android C64 emulator. In this post we will be implementing sprites with the help of OpenGL.

Here is the link:

http://androidemufromscratch.blogspot.c ... rites.html

Previously, I have planned that this post should be the final post in the series.

However, after discovering that I have still some CPU headroom left after implementing all the planned functionality, I thought it may be worthwhile to tackle the SID.

So, be on the lookout for my future posts for this series!


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PostPosted: Sun Jan 08, 2017 7:14 pm 
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I have just released the final part in my Series, creating a C64 emulator for Android. In this post we will be implementing SID sound emulation.

Here is the link:

http://androidemufromscratch.blogspot.c ... g-sid.html

So, what is next?

Well, I have been thinking of creating a new Blog series on creating a NES (Nintendo Entertainment System) emulator from scratch. I was thinking of doing this is JavaScript.

Will keep you posted!


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PostPosted: Sun Jan 08, 2017 7:22 pm 
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Well done - an ambitious project, and you completed it!

JavaScript is a good choice, I think - it's universally available, most programmers will have to use it at some point, and for all its flaws it's very capable of supporting good code. You can even write in a functional style if you choose!


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PostPosted: Mon Jan 09, 2017 4:57 am 
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Thanks Ed! And thanks for the link.

Interesting how the industry leans towards functional programming these days.


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PostPosted: Mon Jan 09, 2017 6:37 pm 
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BigEd wrote:
Well done - an ambitious project, and you completed it!

JavaScript is a good choice, I think - it's universally available, most programmers will have to use it at some point, and for all its flaws it's very capable of supporting good code. You can even write in a functional style if you choose!

Not to start a "conflict," but my opinion is Javascript is a horrible example of a "language." Outside of web browsers, Javascript has relatively little currency in the computing universe. No one is going to write an operating system or database engine in JS.

_________________
x86?  We ain't got no x86.  We don't NEED no stinking x86!


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PostPosted: Mon Jan 09, 2017 7:54 pm 
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According to an enthusiast over on another forum, Javascript has become a mainstream programming tool after somebody came up with node.js. No browser needed.
I don't know about operating systems or database engines, but I've seen a very sophisticated GUI written in Javascript, it's impressively fast and snappy. Much more so than the Java GUI it was replacing.
I haven't written anything in Javascript. My main exposure (outside of the mostly annoying Javascript on websites) is through all those emulators written in Javascript.


Last edited by Tor on Mon Jan 09, 2017 11:05 pm, edited 1 time in total.

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PostPosted: Mon Jan 09, 2017 8:18 pm 
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You're quite right about node.js - I haven't spun that up myself yet but it clearly has enough traction for people to treat it as a first class choice for a scripting language.

I've done some tinkering with JavaScript (contributions to visual6502, easy6502 and py65 for example.) I think I have enough experience and exposure to say positive things about it! More importantly, there are plenty of others with better standing who are also positive about it. Funnily enough, on any given forum and topic there will always be someone quick with a dismissive comment.

Edit: I made a hilarious mistake in the above, and punctured my own pomposity. I blame my tired brain. It wasn't me.


Last edited by BigEd on Tue Jan 10, 2017 8:48 am, edited 1 time in total.

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