so @dev_console said PC98 emulation would be easy, turns out he (a) lied and (b) forgot to mention "assuming Windows or MacOS". So I grabbed the sl9821 source and am now porting to Linux. Hacked Mac platform.h to be Linux-ish, put 'gcc *.c' in a makefile, time to stub some stuff!
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(A few minutes later he pointed out there's a a port of Neko Project II to Linux, but let's not let this stop this bout of momentary "productivity".)
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Functions stubbed, it builds.
@dev_console is now complaining that it should *do* something when I run it, which I feel is moving the goalposts, but .. fine, let's try that.1 reply 0 proslijeđenih tweetova 3 korisnika označavaju da im se sviđaPrikaži ovu nit -
Now we added fancy error code reporting, I guess because informative error strings are overcomplicated: alyssa@cosmo:~/SL9821src/lin$ ./sl9821 。・゚・(ノД`)・゚・。 < 0x400 >
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Now we have, uh, graphics? It's meant to be black, right? There are six threads running and they're doing, uh, stuff, so .. maybe it's working?pic.twitter.com/natjlHg94C
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So I copy-and-pasted the (Objective C) OpenGL driver from the Mac code and turned everything into global variables/functions, and then .. well, suffice it to say that it builds on Linux as plain C code now. And ltrace tells me it's doing all kinds of OpenGL stuff! Yay!
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Wasted^Wspent more time this morning on this, copying code from Mac backend into the Linux one and adding missing init calls. Still nothing being displayed/output
but I'm sure if I keep doing Random Horrible Coding Hackery™ something exciting is bound to happen eventually.1 reply 0 proslijeđenih tweetova 6 korisnika označava da im se sviđaPrikaži ovu nit
If I dump a printf in the text-writing function then I can see that it's executing code and trying to display happy messages, but I guess something is going wrong in these 1000 lines of OpenGL code which I copied without thinking about. Let's, uhm, *rolls dice*, try valgrind.
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Doing random stuff was fail; tried apitrace. It views OpenGL calls/state, didn't help. More success by replacing shaders with stubs. Text shader doesn't appear unless I hardcore its texture id. Not sure if correct, "debugging" continues. (yes, I am too sick to do real work
)0 proslijeđenih tweetova 3 korisnika označavaju da im se sviđaPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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\ she/her / loves people more than tech \ PhD 