Space Invaders Emulator V1.0


DemonStar55 posted on Sep 26 2004 at 05:54 PM said:
where do we put the rom image I have it just in gpmm and it doesn't work
As it says in the instructions, fxe goes in gpmm, the rom files and sound samples go in /game/invaders
 
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RobertJ posted on Sep 26 2004 at 01:02 PM said:
DemonStar55 posted on Sep 26 2004 at 05:54 PM said:
where do we put the rom image I have it just in gpmm and it doesn't work
As it says in the instructions, fxe goes in gpmm, the rom files and sound samples go in /game/invaders

where are these "instructions"

too bad my flu just randomly died....

well it works but hte light doesn't...

god really need a job to get a BLU now :(
 
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@Demonstar55: Where did you buy it from?? You can probably get it replaced, my FLU broke on me and GBAX replaced mine.

Also, do you know why its gone bust?

BTW space invaders is real nice on the gp :p
 
Protoss posted on Sep 27 2004 at 12:55 AM said:
Found a good site with loads of Roms...Oh and if someone makes a Rampage emu, I will worship them :D

Man a Rampage emu would rock.

Anyway great emu man. Its got that nice orignal feel to it.
 
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skeezix posted on Sep 26 2004 at 10:01 PM said:
Note that only minor changes to a SI emu will run other variations of SI like SI-Deluxe, etc.

Whilst this is true, and of course the source is available if people want to have a go, I think only Space Invaders Part II is worth it and will be the only one I do (which I've started on already btw).

However the important thing is I have a shell which I can work from for porting other single game 8080/z80 based emulators to, which does accurate timing. It helps now I understand how the z80 source works.

The only hurdle will be getting sound without breaks in games that use soundchips rather than samples. :)
 
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Running sound chips for early z80 games shouldn't pose a problem at all assuming you're oging more than about 80MHz clockrate; most of them have rudimentary audio so it doesn't eatr into your timing, so you just exec your z80 segment, then your audio, or do the audio in real time via cllback and mutexing, or the like. You'll have no problem :)

jeff
 
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