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📄 codeinfo.txt

📁 SNES game emulator. C and asm files.
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SNEqr v0.340 - Source code
Sept 09 1998

* This code was made for Watcom C++ v10.6 in 32-bit protected-mode DOS using DOS4GW or PMODEW extenders.  It probably won't work under VC++ or other compilers.  .WPJ and .TGT files for the Watcom IDE are included.

Sorry about the reletive sloppyness of my code and the lack of comments.  Although I'd researched for months before beginning to write the emulation portion of the emulator, I still didn't really understand the SNES when I started emulating it.  In fact, I started writing the emu just so I could try to figure out more about the SNES.  As a result, the code turned out somewhat sloppy due to lack of planning and doesn't contain comments because I was guessing a lot--it's not worth putting in comments if you were planning to rewrite it all anyway eh?  Besides I wasn't planning to give the code out.

At the top level, however, there is some structure.  It's obvious, for example, that GUI.CPP will contain all the GUI code and FileMan.CPP will do the file management--loading ROMs, loading/saving SNEqr.CFG.  (However, CPU.CPP handles loading and saving of .SRMs and .QSx files.)  CPU.CPP and Screen.CPP have a lot of links to each other; all the screen rendering functions will be in Screen.CPP.  CPU.Cpp doesn't actually contain the emulation core--that's in emu65816.asm--instead it has the code for the debugger, the code for the MMIO (memory mapped IO), managing .QSx files, Auto-Backtrack, and the main execution loop (bottom of the file.)  If only the SNES9X team had made a list of what the hell all their modules contained.  I couldn't make heads, tails or body of it.  Oh well...  The SPC files are pretty much empty since I never started SPC emulation.

But I did something none of the other emu authors had the courtesy to do, which was write a long document on how the SNES works.  Until recently the other guys either wanted to keep it all a secret or were just too pooped after writing all that emulation code to bother helping anyone else.  Anyhow, I've included my doc in this archive. It's important to know 65816 assembly language (and the structure of the machine language) and to know my SNES Tech Doc inside and out if you are going to have any chance of understanding my code.

With high school and everything I probably will have to quit work on this emu forever.  I can only hope someone else might want to carry the torch...

				- Qwertie
				  Qwertman@hotmail.com

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