|
|
PC Ngine status update (tubooboo)
|
2001/5/7
|
Hy all,
really quick status update on the PC-Ngine effort:
- games load
- processor emulation is fine apart from some endian issues
- endian issues cause emulator to crash after some frames
- its definitely running full speed!
- display issues, the bitmap struct used by tgemu doesn't seem to get
populated correctly (might be related to endianess issues)
tubooboo
|
|
More info about PC Ngine (tubooboo)
|
2001/4/25
|
Hy again,
As I got some mails about the subject yesterday, here are some additional
infos on the upcoming ngine based PC Engine emulator:
- The emulator is based around TGEmu by Charles McDonald
- I am in touch with the author, and he agreed to provide help if I run into problems
- I am porting this emu because the source is the cleanest I could find. It also seems very fast
- Fullspeed seems likely.
- Sound seems likely to be implemented for Release #1
- Saving might get an issue for Release #1, but if you get fullspeed and sound, hey! :)
- The tgemu source currently compiles and links happily with the ngine shell
- Almost all of the ngine-snes9x features will automatically be available in PC Ngine, suchas
the Fileselector, VMU listing, help, Joyconfig etc.
- A release is *EXPECTED* within the next 1-2 weeks. PLEASE, if I do not make it, do not flame me.
Ngine is just a hobby of mine.
- Multiplayer support (Bomberman :) is currently not implemented in tgemu, but I will hack
it in for Release #1
- Screenshots of ngine running PC Engine games should be up in the next days or a week or so.
Did you notice the Dreamcast console on the homepage? ;-) Get some!
tubooboo
|
|
Introducing the next ngine based emulator (tubooboo)
|
2001/4/24
|
Hy all,
I want to share some nisights where the current ngine development is going.
First and most important, the good news is, there will be a new ngine based
emulator called PC-Ngine ... you guessed it, it emulates the PC Engine game console.
It will support saving, multiple joypads, hopefully run fullspeed from release #1.
I will also try to get sound in for release #1. I had the code for it compiling
from nothing to executeable after 3 hours of editing, this looks some nice bit
of code. Expect a release soon... but not like tomorrow ;)
On a different topic, how is SNES9x coming along? Well, well, not too bad, but I
am very consumed with other stuff, but be sure there are going to be some more
updates to it.
tubooboo
|
|
ngine snes9x 0.40 available for you to download! (tubooboo)
|
2001/3/22
|
Finally! ngine-snes9x 0.40 is out NOW! It is the most significant update
of ngine-snes9x since its launch, around 50% of all the ngine codebase
has been improved and rewritten. Have fun with this version, and have a
quick look on what has been achieved since the last release, 0.30a:
- ADDED: snes9x game saving/autoloading from VMU. Fully automatic
process that needs no user interaction. You might see a little
slowdown while saving occurs.
- ADDED: Rockin joypad operation mode. You can now operate most
keyboard commands with the joypad using GUIs for command
selection, file selection etc.
- ADDED: this means possibility to use whatever directory structure
on the ROM CD, regardless if you have a keyboard or not.
- ADDED: Auto switch to joypad mode if there is no keyboard found.
- ADDED: Configuration interface for joypad in snes9x. Saveable
and supports the Analog stick.
- ADDED: Preferences saving for video modes, joypad configurations
etc. If prefs are saved once, they are auto-loaded on startup
of ngine.
- ADDED: improved command line for keyboard users.
- ADDED: loading of splitted ROM images now working (SMC/SWC
splitROM formats)
- FIX: snes9x ingame display correctly centered
- FIX: several crash-prone functions securified
- FIX: SNES9x "after few minutes" crash bug fixed. Tested with
Chrono Trigger and Mario World (ran all night).
- FIX: Overall stability of ngine is much better than in 0.30a
- CHANGE: File set completely reorganized. All things now in tidy,
logical places :).
- CHANGE: Master Event handler. Much more command line flexibility.
- CHANGE: Cleaned up handling of user interface. Now showing button
mappings in file selection
Get you brand-new, all cool ngine-snes9x 0.40 here.
Most importantly, have fun!
tubooboo
|
|
ngine snes9x 0.40 progress (tubooboo)
|
2001/3/12
|
Hello fellow ngine visitor,
Ok, I should not be setting fixed release dates, but the update has grown larger
than I anticipated, hence the big delay. In any case, there is good news about all
this... the Source code has been totally cleaned up and majorly reorganized, which
has been a big step. Basically, this is a more comprehensive list of what has changed
between 0.30a and now:
- File set completely reorganized. All things now in tidy, logical places :) .(done)
- Master Event handler. Much more command line flexibility.(done)
- Rockin joypad operation mode. You can now operate most keyboard commands with the joypad
using GUIs for command selection, file selection etc. (done)
- this means possibility to use whatever directory structure on the ROM CD, regardless
if you have a keyboard or not. (done)
- Auto switch to joypad mode if there is no keyboard found. (done)
- configurable joypad for snes9x.(done)
- preferences saving for video modes, joypad configurations etc. (done)
- if prefs are saved once, they are auto-loaded on startup of ngine. (done)
- improved command line for keyboard users. (done)
- snes9x game saving/autoloading from VMU (work in progress)
- display correctly centered (done)
- help system improvements (work in progress)
- graphics engine for console display reworked, much more flexible (done)
- file access functions centralized, smaller code, better support (done)
- loading of splitted ROM images now working (SMC/SWC splitROM formats) (done)
- several crash-prone functions securified (done)
- SNES9x "after few minutes" crash bug fixed (done)
There are even more things I have done to ngine, but I cannot remember them all...
as you can see, the only things left to do are the implementations of SNES saving and
loading. This should not be a big deal as VMU access routines and VMU file creation
already completely works (for saving the pereferences). Apart from that, the help system
should be up in a matter of an hour or two.
This said, it is one mor full evening of coding until I can deliver ngine 0.40 to you
guys, but I am not sure when this evening is going to be. Can't be too far in the
future though, so keep checking this site.
ngine 0.40 will be released in two forms:
- Discjuggler 3.x selfbooting image
- Individual files for people who like to make their own ngine CD with a few ROMs on it.
(I will *NOT* provide support for this)
And nope, sadly no sound in ngine-snes9x 0.40, but I shall look into it shortly.
Be happy with whats going to be delivered, i worked a lot on it. Hope you will
like it :-) ...
tubooboo
|
|
release date announcement troubles. (tubooboo)
|
2001/3/5
|
Hy,
Sorry, but I will have to have you guys waiting a few more days. I really wanted
to get ngine 0.40 out the door this weekend, but it just was not possible to do
for a variety of reasons... But cheer up, i am pretty sure the new version will
please most of you. Thou shallt never set fix release dates.
tubooboo
|
|
ngine-snes9x 0.40 feature set: What we are looking at. (tubooboo)
|
2001/2/26
|
Hy,
I am pretty pleased to finally announce an update for ngine-snes9x. Nope, its
not out yet, but it will be hopefully in 3-4 days... if no new problems arise.
Anyway, here is the feature set of ngine-snes9x 0.40:
- Crash Bug (impacted 40% of all games that reset the DC after a few minutes) is fixed.
- Preferences support! Save your favourite display mode and joypad config to the VMU
and have it auto load these settings again when you load ngine.
- SNES game display now (finally) correctly centered.
- SNES game saving / loading :-D
- Loading of splitted ROM images now works
- Full VMU control for the keyboard users (delete etc)
- (maybe) a VMU file editor
tubooboo
|
|
Development milestone: GDB working with ngine sources (tubooboo)
|
2001/2/19
|
Hy,
Most of you will ask me what the heck this is all about... Well I have reconsidered
my current debugging and development techniques (serial cable, printf for debugging),
and found them.... unacceptable. So I spent some time and looked into the GdbStubs
project... a Dreamcast client for this was released by the almighty Fulg (tonz of respect
for that). So I decided to get it to work... :) And eventually, after a lot of fiddling with linker
issues that made the GUI debugger crash, finally, ngine development looks like this now (realtime,
remote C++ code debugging for yer Dreamcast, i like it :-D
Shot from variable browser
Shot from function browser
Shot from source code window
So whats your gain out of this? Well, for one, this is going to hugely speed up debugging times. The crash
bug for example has been fully resolved. Also saving is now progressing very nicely... no release date
yet, but it cannot be too long...
If anyone is interested how it is done, write on the Developer messageboard, and I ll try to help.
tubooboo
|
|
I am back, and I have some news (tubooboo)
|
2001/2/6
|
Heya,
so, I finally made it, I moved into the new flat and have my computing equipment back up :).
Just a brief update because I am very very busy... I (think I) fixed the crash bug in ngine
snes9x, amongst a few other things I tried yesterday night. Also a bit of progress on my
generator port has been made. More on these as it breaks. A new version of ngine-snes9x will
be distributed to some beta testers shortly. Also, expect a beta of ngine-generator (aka
nginesis) soon.
tubooboo
|
|
ngine all over progress report (tubooboo)
|
2001/1/22
|
|
Hey all... not an awful lot of updates recently, but here is whats new: I
am having runtime issues with DCGenerator currently, and have to say I am
not very happy with the sourcecode in the current state. It is basically
a mix up of modified x86 code mixed with the Mac Port, resulting in pretty
bad speeds because of hefty emulation requirements of the 68000 CPU. My current
development build of DCGenerator only runs at about 10% of the actual Genesis
speed, no doubt about it, its not suited for a release. I will go on and investigate
other source codes, but DCGenerator might not be out in a while.
On the SNES9x front, it was reported to me that ngine will reset the DC after a few minutes
of play. I verified it does not happen for all games. It seems like a memory
leak in a commented out saving routine, and I will do my best to get both saving and
fixing this bug done by the next release of ngine-snes9x. ( in case you are curious,
Super Bomberman runs fine, for instance )
On a side note, I have begun work on another, not yet disclosed emulator. It *will*
run fullspeed and should have pretty decent support on the first release.
The last thing you guys should know is that I will be moving next weekend, hence I
did not update that much lately... running around and getting stuff ready for moving...
When this is over, I will again have time to get stuff out to you like in the christmas days ;)
Cu around on the message board.
btw, in case you are bored, check out my music section ;)
tubooboo
|
|
site cleanup, Generator, and so on... (tubooboo)
|
2001/1/5
|
|
Hy all, I hope the current ngine release was pleasing to most of you, I did not hear
a lot of ranting anyways ;-) ... I rewrote some pages on this site, you should note:
Also, a few people have already asked me if I am working on a Generator port. This
rumour is true. I have it compiling fine in the ngine shell, and I expect to get
screenshots out to you very soon.
tubooboo
|
|
ngine snes9x 0.30a released (tubooboo)
|
2001/1/1
|
|
Hello... ok here is a bugfix release. It fixes the problems people had with
selecting a ROM file using the joypad. (thanks to Tortri for the quick testing)
The bug only showed up if the root directory
of your CD had less than 15 or so files. Now it works with any CD. Also long filenames
have been reported to work correctly. NO spaces in them, though.
Download ngine-snes9x 0.30a for Dreamcast
now (Discjuggler format)
As always, read the README file, and discuss any issues with it on the message boards.
tubooboo
|
|
issues with the 0.30 release (tubooboo)
|
2001/1/1
|
Hy, and happy new year everyone!
Unfortunately, the new ngine-snes9x release has some pretty major issues
with the joypad ROM selection. I cannot repro these bugs, but heard that at
least using a
ngine will crash with a light blue screen upon ROM selection.
I would suggest you wait downloading this version if you have the configuration
above, until I am able to dispatch a bug fix for this.
Please, if you have the configuration above, and Joypad ROM selection *works* for you
using the latest release,
get in touch with me. All others who are willing to waste a few CDRs on beta
versions of ngine, leave your email adresses on the message board, and you
will get a few test versions. Thanks for your support, and sorry for that bug,
I can assure you it works for PAL machines...
Also, I burnt all my ROM CDs using Mode 1 and 8.3 filenames only.
tubooboo
|
|
ngine-SNES9x 0.30 released! (tubooboo)
|
2000/12/30
|
Hy,
ngine snes9x 0.30 has been released, lots and lots of fixes / improvements in
this puppy:
- ADDED: if all PAL/NTSC detection fails, press Y button on controller
to change back and forth.
- ADDED: keyboard mode now supports unix style TAB completion features!
nice isn't it? ;-)
- ADDED: Fiddled a bit with the startup flags of SNES9x for more speed.
Speed is no more painfully slow, not fullspeed yet, but accept-
able.
- FIX: SNES9x no more crashed when fed a non existant filename.
- FIX: ntsc and pal commands now correctly stick when invoking SNES9x
- ISSUE: autodetection on startup may still not work correctly. Type
"ntsc" at the command prompt to get to NTSC mode.
- ADDED: new build flag BUILD_FOR_BURNING (will make ngine work without
a serial connection)
- ADDED: controller polling code in keyboard menuing code, messaging via
event loop.
- ADDED: controller ROM selection for snes9x, enabling nonkeyboard people
to operate ngine-snes9x
- ADDED: Means to switch back from joypad operation to keyboard operation
- ADDED: Exiting SNES9x emulation now also possible using DC controllers
start button, not only keyboard "esc"
- CHANGE: in snes9x, START is now "analogue pad up", select is now "analogue
pad down", exiting snes9x is Dreamcasts "start" button
- CHANGE: filenames can be no longer than 40 characters. Behaviour for
longer filenames is undefined.
- ISSUE: joypad button press handler is dirty, don't hold down buttons
for a long time, or else... ;)
- ISSUE: changing into directories is currently not possible using joypad
control. You have to stick the ROMs into the root dir of your CD
if you do not have a keyboard.
Download ngine-snes9x 0.30 for Sega Dreamcast selfbooting
now (Discjuggler format)
If you are having a problem with it, please read the entire README file that shipped
with this version. Also please post on the message board if you have a problem.
tubooboo
|
|
New version of ngine imminent (tubooboo)
|
2000/12/29
|
Hy all,
An all new version of ngine is to be released very soon (0.30), presumably right in time
for the new year. It will feature, amongst a lot of internal improvements:
- Joypad control for file selection
- Improved speed (only around 5-8% though)
- Improved keyboard interface
- NTSC detection fixes
- Analogue controller now used for SNES start and select buttons
Also, expect the source to be out in a few weeks of further cleanup. I think the fourth
release of ngine should have a stable enough source base for you to work with.
tubooboo
|
|
Merry XMas everyone! (tubooboo)
|
2000/12/24
|
Hy,
I wish each and everyone of you a happy christmas, and a lovely few days.
_
)\_ _,-,
_ _.---.._) ( _) (
.-' `. ___`)8o) (`
_.' _.-:::::::o()8-` _
/ .::::::::::::::\ >\_ __
_/ , .;:::::-;""))`_\::| _____):<__)\__
/ \;::::" _ ,%"'%/ _.-' _.'):(_);( .|
\ \::| ,%"' ,a'_|.._ _.-' _.' .-\O_);_(' |
/`-. `.|:; %`,a' ,_ \/|"".-' .'__.'o8()8_(' | |
\ `._ _) _.' | |""""""""| |"""")O""| |_|_
\_ \ \`-.__.'|\` /`| | | /:( | (%%%%\
`. / \ .'_`---' | | | ):( | |)%%%%|
`._ / `"--' `-' | | | \(` | /%%%%%|
) .' | | | ` | .|%%%%%/
/.' `. |--------|__|--------|' .\%%%/
.;;;. `. .'|___,-._.%%%%\________|.| |""
;:::::; `-.__ _.' ..._/%%|/%%%%%| | | |
;:::::; .'`.`````` ,;::::%%%%%%%%%%| _ _ | |/
|`:::' \ .-`::::::\%%%%%%%%| (_><_)| /
| .'`._.'`. `:::::`%%%%%%/ _/\ | /
\ .-' \:::::\%%%'|______\_|/
\ \:::::;"' `-.
`._ \:::;` _)_
`. /`" / O \
`-. .-' |~__|
hjw `. _.-' |__x|
`-._____.--'
It has been pretty
hectic for me getting ngine-snes9x out in time for you, but i eventually made it. The release
is not without problems, though, I have heard of problems on NTSC dreamcasts that will auto
switch to PAL mode. Be sure I will fix that when I am back from my parents on the 26th.
Again, all the best for you and everyone you know. CU in a few days!
tubooboo
|
|
ngine-SNES9x 0.24 public release (tubooboo)
|
2000/12/22
|
Hy,
today's the big day: ngine-snes9x has been released. You will need a keyboard to
operate this first beta, and it will not have sound or saving yet. Also it will not
run faster than the other emulators. So whats better about it? ... well it runs in the
ngine shell, which you can play around with for a while, it has decent compatibility,
and its ULTRA easy to butn it. Discjuggler is all you need.
Download ngine-snes9x for Sega Dreamcast selfbooting
now (577kb, Discjuggler format)
While you are downloading, read the release notes, please.
If you are having a problem with it, please read the entire README file that shipped
with this first version. Also please post on the message board if you have a problem.
Note this release has been entirely developed using free tools, and is legal to distribute,
as long as you do not make any profit from it.
Now, HAVE FUN!
tubooboo
|
|
ngine-SNES9x getting ready for launch... (tubooboo)
|
2000/12/17
|
Hy,
really quick update, i am really sleepy now ;-)
- ngine-snes9x progressing nicely
- joypad support up (play only, not menuing)
- few new console commands for developers to sniff around in hardware locations ;)
- picture now displays centered
- rewritten command line parser
It is getting tight.... i will try to burn the first CD image on Friday night.
And, work on the ASM CPU kernel has begun.
tubooboo
|
|
ngine-SNES9x getting ready for launch... (tubooboo)
|
2000/12/17
|
Hy,
again, thanks all for keeping the spirit alive and visiting this site. Rest assured
that I am not forgetting about you. Here is something that you will like very much:
I got ngine-snes9x to a state where i feel confident I will make the first public release
in a few days (of active work though). Do not hold me liable for this, but I am shooting
for a release prior to christmas, if i can at all make it. The reason for that is that I found
the last really nasty bug in my port that did not allow to load ROMs greater than 512kb in size,
which was quite unsatisfying... thats been solved, as well as a lot of other things, screens anyone?
from Final Fantasy 2 (duh)
|
from Chrono Trigger, no less
|
from Desert Strike
|
...you get the plot
|
What works and what does not:
- working
- full command line (like MSDOS, including dir and stuff)
- play ROM, press esc, your back to command line
- CD-ROM changing at will, no need to reboot.
- auto detection of pal/ntsc dreamcasts (and if all fails, a PAL/NTSC command to switch with :-)
- any ROMSize up to 32MBit working
- SuperFX/SA1 games now work
- not (yet) working
- Sound :-( propably will only make it into second release (you can always use DreamSNES)
- Saving (my task to accomplish before the release ;-)
- non-keyboard menu (you CANNOT use this without a keyboard at the moment, i will try to get the
command line working with a joypad for the release)
- fullscreen (will propably be in for the first release)
As I said, I am trying to get this out to you as a xmas-present, but please, do not expect miracles. I am
working on a assembler CPU emulation for this emulator, but it will definitely not make it into the first
release, so expect the port to run about 65% of realtime in most cases. It is my highest priority to get this
running full speed with sound, and you can count on it i will do it ;) ..but for now, I want to ship something
to thank you for your continued support.
Also, if I do not make it for christmas (I do not hope so), don't be mad ... to be on the safe side, have a
keyboard ready, as that already working. :) ok thats all, cu on the message board!
tubooboo
|
|
All projects update (tubooboo)
|
2000/12/12
|
Hy all again,
Here is the first official news about the second ngine project in the works. It
is a port of DGEN, the Genesis emulator for Windows. I have been working on getting
the code to compile for about three evenings now, and it will now compile for the
Dreamcast with no errors, albeit the tile rendering code had to be commented out
for now, as it is in native x86 assembly. Therefore the port currently does not work,
but I will try to get the custom tile rendering code up as soon as possible.
On another note, ngine-snes9x has also progressed, it is now be possible to exit
snes9x back to the ngine shell. I still have a memory leaking problem which is the
only issue (rather serious though, after exiting snes9x and attempting to start it
again I have trouble allocating sufficient memory) remaining before i can release the
first beta version to testers.
One more project around the corner (well, as far as that goes ;) is a port of 123mp3,
a freeware MP3 player for the ngine shell.
tubooboo
|
|
ngine-snes9x works on Dreamcast, first shots. (tubooboo)
|
2000/11/28
|
Hy there,
tonight is pretty special, as I am to announce one of the most important thing since
this website went live... ngine-snes9x now works on the Dreamcast. Not only
that, but also the ngine console ( a bit of a mini MSDOS shell ) is fully operational,
and will be released in source code form very soon... the first working version of this
was a result of a week of holiday where i was able to spend 50+ hours on getting G++ to
work, get around the linker problems (cheers to all the dudes that helped on the message
board, but it was something else ;), and finally get the load to run on the Dreamcast using
only free tools...
At this point in time, cheers to the guys that made this possible, in particular Marcus
Comstedt for providing the logic for the serial cable, Dan Potter for his awesome
dreamlib system, and all the people on the dcdev list, who kindly answered all my queries
on (sometimes) lame questions. Thx to all of you, so much. Also, big thanks to my girlfriend,
for respecting the work I do, and not abandoning me for being a geek ;-).
Alright, so here is some screens for you, taken with my shitty TV Tuner card, sorry, I could
not get them in color, these are black and white only....

This is the startup GUI of ngine, with a full command line...

almost there for loading a rom into snes9x, just like for the DOS version of it.

and there we go. ngine in action on the Dreamcast. Pity the shot is b/w only

another shot for your pleasure...
ok.... i am going to sleep now... here is some important facts about the status
though:
- this does not mean we are (very) near to public release
- sound/filesaving etc does not work
- speed is not that good, about 65% of fullspeed (i will propably write a SH4 assembler CPU core), it is just
not possible to go faster as far as i can tell.. using the C sources of snes9x at least...
- it is not the only emu you are going to see ;-) maybe another one will be released
before ngine-snes9x...
Alright then, post your opinions on the message board, and also notice that I will
be recruiting beta testers for this soon. Now, before you email me, know that you
are going to NEED two things to apply as a beta tester:
- a working serial cable setup
- capability to use cdrecord
I will announce the application email address soon, for now, I hope you are satisfied with
what you saw... and good night. Catch you all on the Message Board tomorrow!
tubooboo
|
|
Now we are getting there: ngine on Dreamcast status (tubooboo)
|
2000/11/24
|
Hy all,
Thanks for keeping the faith in ngine. So, I had a week of holiday and accomplished
quite a lot of things in this week. Here is where we are:
- ALL code (ngine + snes9x) compiles for SH4 (Dreamcast)
- ngine is happily initializing all neccessary plugins on Dreamcast
- the ngine console works (sort of a mini mini operating system for apps running
within ngine, imagine it like a mini-subset of MSDOS) on Dreamcast, with keyboard
support. Screen shots of this later this weekend.
- snes9x would work, BUT...
one single problem is left. When I resolved that it will *propably* take a very short time
to finally *release* ngine-snes9x ... but it seems to be a mean one which is
not caused by my own code, but by my custom built C++ linker. If anyone wants to know
more about this, look on the messageboard for details. If you are able to tell me how
to resolve this, you will definitely be mentioned in the release.
tubooboo
|
|
GCC-SH4 setup guide now online (tubooboo)
|
2000/11/20
|
|
I have put together a setup guide for all people interested in compiling C++ code
for their Dreamcasts, but do not know where to start off. Access it here.
I hope somebody will find this useful.
tubooboo
|
|
After long delay, a status update! (tubooboo)
|
2000/11/15
|
|
Hiya all, I am still alive =) ... ok here is where we stand. NO, the project is not dead. What I managed to
achieve in the last weeks is not much though, i must honestly say. I had huge time constraints, I have a job
to go after, a girl friend which i will not abandon for this project, and other personal issues that make
me unable to work as much on the project as many of you would hope for... sounds all really bad? Need some
good news? Well you got em! I finally got the C++ compiler to work and produce Dreamcast code after a few
hours tonight (in fact the first night since 10 days i had time to look after it). This in turn means that a majority
of the techdemo already happily compiles for the Dreamcast. I would suspect it another two evenings of work to get
it running on the Dreamcast.
More nice news include that i am having some serious looks at the MAME codebase these days, watch out for updates
on this end, but i will definitely release my SNES9x port first... more as it breaks...
tubooboo
|
|
The fight with the NO-DevKit is won. AND ..... (tubooboo)
|
2000/10/22
|
|
People might run bored with the progress of ngine lately, but do not fear,
there are good things to come. Just to give you some update, I had to rewrite
the whole core logic of ngine, and I am really still work-in-progress about it,
but the problem is that there are no usable free cross compilers out there, or at least
I have not found any that can compile C++ source. As a redesign iteration of the ngine
Kernel was highly overdue anyway, I am sticking with C code for now. I also wan to advise
all of you writing nasty email that this is only a hobbyist project,a dn that I do not have
more than a few hours to work on it every week. I try to get around to as much as humanly possible,
but understand that I have a life, and a girlfriend that is well worth a majority of my free
time.
Anyway, I will very soon post the first shots of the ngine Kernel RUNNING on the DC console.
Cannot take TOO long.... For your pleasure, I just feel like releasing a demonstration version
for Win32 systems... so here you go, lemme know what you think... and do NOT flame me as this is
mereley a demonstration showing that ngine is real. It is NO real release. No sound, no joysticks,
just for the curious people.... Get ngine-snes9x technical Demo 1 for Win9x/2000.
READ the packaged readme.
tubooboo
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Website redesign live (tubooboo)
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2000/10/19
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Hy, don't have a lot of time, but here we go: The new website design, gfx courtesy
of Marco Lago, has been pushed live. Surf around, you might something interesting you
have not heard of yet ;-) ... post opinions on the board. Thx alot for keeping ngine
alive!
tubooboo
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What I have done lately, and where ngine-snes9x stands (tubooboo)
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2000/10/17
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Hy all! Thanks for supporting ngine by visiting the site although there has been no major
progress announcement in the last two weeks or so. I was plagued with personal and technical
issues, as well as possible copyright infringement issues... So I had to change the roadmap for
ngine development, here is what I have done:
- ngine will not need *ANY* copyrighted runtime libs to run on the dreamcast
anymore. Instead, a mix of Dan Potters dreamlib and selfmade custom target platform
code will be used.
- the release of ngine-snes9x will come with all the files you will need, in various
different formats like cdi/bin-cue and propably as a srec version to upload via the serial slave
for the debugging freaks ;)
- I have, altogether, dropped the thought of using the "devkits" floating around.
What does this mean for the release? Well to be honest, I will have to rewrite some code
that used to work already, so it is not exactly going to be out faster now. On the other
hand, we now already have two competing snes9x ports for the dreamcast, so there is no real
rush for me... i am even thinking about porting another emulator like DGen also. Listen, this
does NOT mean I will drop the development of ngine-snes9x.
I have the serial slave up and running, like I mentioned in my last post, and now, I am
also able to compile all off the example source around that is using the GCC compiler and
sh4 libs. All of them works a treat, for example CD filesystem access, Video access, Controller
handling etc. And it all looks easy to get to me. I will hopefully start tonight trying to compile
ngine-snes9x on GCC... and see what happens then ;-) .
Hope this is a satisfactory update for you guys, and if you have any questions, post them on the
board.
tubooboo
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Stuff works again, so does my serial cable (tubooboo)
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2000/10/13
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Haven't got a lot of time, but quick update: My DC works again, and so does the serial cable.
Here is what I have running now on my CD hooked up to my PC, nice to know it works:

All the people who posted to the messageboard that i would just be buying time, please
stop calling me a liar, if you do not have confidence in what I do, stop visiting this
site. Here is the reason why my DC was fried, that thing is a bit rough to build, at
least for me. The pictured cable works now, though, gotta wrap it up now hehe ;-). ngine
development has been resumed, cheer up. Shot of my serial hookup
tubooboo
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ngine development halted. (tubooboo)
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2000/10/11
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Hy all...
Was testing the serial cable and somehow completely fried my Dreamcast just now. As I
cannot afford a new one this month, the project is now on hold. I cannot believe this happened.
I am so so so pissed off.
tubooboo
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File selection up and running (tubooboo)
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2000/10/03
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Hy all... time for a quick status update: File selection in ngine is up and
running. I never claimed it being very pretty, but it works fine now. Here is
some screenshots...
So all that is missing now is sound and some minor issues. Stay tuned...
tubooboo
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ngine-snes9x logo contest results phase 1 (tubooboo)
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2000/10/02
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The best logos are in, and you are asked to raise your opinions! Head over to the logo
contest results page and write an opinion about your favourite logo on the message board
. I will reserve the right to decide on a logo, but still, I am not sure which one i like best, so help me out.
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for all the people who wrote me about ngine-snes9x being fake (tubooboo)
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2000/10/02
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Its your free decision to think my project is fake. But think about it, why would I make such
a jerk out of myself?? If you need a reason why the gfx screenshots are shifted one pixel to the
left, learn how to program DirectDraw. You can place your surface ANYwhere on the screen, it is
not connected to a window. So plz don't post lame stuff like this on my message board unless you
know what you are talking about.
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ngine-snes9x needs a logo (tubooboo)
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2000/09/27
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So if you are good with Photoshop, mail me one. Size should be 256*224 16bit and a bigger
one for banners and the like. Official emu name is "ngine-snes9x". I could also use a dedicated "ngine" logo.
All logos sent in will get shown on the site. Thx for any help!
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SNES9X: It WORKS! (tubooboo)
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2000/09/27
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Guess what! ngine-snes9x started to work! 5 days and 14 hours after i began porting it
using ngine. Dont believe me? Heres proof:
More pics? Visit the ngine-snes9x project page
Actually, I had a really funny conversation with CyRuS64 just before it started
to work, here is the log for your entertainment:
hehe
CyRUS64 says:
try it...
tubooboo says:
well i ll know in a minute
tubooboo says:
please god please
CyRUS64 says:
fingers crossed...
tubooboo says:
i would like my code so much better than the new one
tubooboo says:
almost there.... linking
CyRUS64 says:
shit it is a big src
tubooboo says:
ok trying
tubooboo says:
ITS WORKING
IT IS FUCKIN WORKIN
tubooboo says:
YES YES YES
CyRUS64 says:
sweet
CyRUS64 says:
full gfx?
tubooboo says:
yep. i ll post screens
tubooboo says:
yep.
CyRUS64 says:
yup send me some for boob
CyRUS64 says:
ill get them up in a flash
tubooboo says:
ok, hang on, gimma 5 minutes to smoke a cigarette though
As you would imagine, this is a huge accomplishment for now. It proves two things:
1: I am well capable to get this stuff working on the DC =) ... and 2. It proves
the whole ngine system is neither fake nor rubbish. Actually, I am getting happy fullspeed
emulation out of my 333 PC... and i think theres lots of time left even, ngine renders VERY
fast.
What works now:
- ngine-snes9x works in the ngine environment with the win32 gfx plugin attached
- ngine-snes9x therefore works as a standalone exe file on any DDraw Windows machine.
What does NOT work:
- the ngine keyboard plugin (ETA: 2 hours of coding or so to integrate it)
- any other platform plugins and DC specific joypad plugin code for ngine (to be done)
- Sound (not even integrated into ngine yet)
All i can say, I am greatly reliefed by the result of this. Ngine proved to be a working
platform, and I did not make an idiot out of myself by posting about an emu that would
never work. Special thanks in no particular oder go to: Gary of SNES9x for a beautiful
piece of sourcecode, CyRuS64 for continued support and spreading the word about ngine in
the first place, Steffen Haeuser (Amiga Warpup SNES9x porter) for vital tips on adapting the
source, Sin for good tips here and there, and especially my girl friend Maike, who did not
see much of me the last three days. Thx all, i am happy, good night. Now get this fu**in
Messageboard to life. hehey
Signing off for the night...
tubooboo
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SNES9X: The source seems to work (tubooboo)
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2000/09/24
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Yay, my SNES9x port now reads ROMs and starts to emulate them. even the screen buffer seems
to get busy after it running for a while. So i assume it works, it also calls the SNES9x
internal display update function regularly. Everything looking good for the first ngine-snes9x
screenshots. Gimme a few more hours / maybe days... ;-)
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SNES9X: YUP! Snes9x integrated into ngine (tubooboo)
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2000/09/24
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Lets get one thing out of the way, it is NOT running games yet. However, after a few
hours of work tonight I successfully integrated the SNES9x source (v 1.29) into the
ngine environment. I have everything compiling and linking fine, hell, I actually
invoke SNES9x code now, and I am writing the ROM loader now. We might see very interesting
things, very soon, as the whole display environment is already taken care of by ngine, and
this works a treat already. Expect no sound in the first version, though. signing off for
the night now. cheers for all the support mail, keep it coming. And use the
message board
if you have a question. Thx, tubooboo
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Mailing list added (tubooboo)
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2000/09/24
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ok. you all cried for it, now go and subscribe to the ngine.de mailing list here.
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SNES9X: Will try to get the source running tonight (tubooboo)
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2000/09/22
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So, I wanted to get two news items out. First, remember, ngine is a one man show (at least
currently hehe), and I am working a lot in my job, have a girl friend, have sort of a life, and people that
actually come around to my place and visit me. So do please not expect me drop it all for ngine... I am highly
motivated and all, especially due to the backing I get from a lot of people now, but please do not write me emails about quitting my job, as that is bullsh*t. I will try to get to as much progress as humanly possible. Tonight (after setting up our new Linux server, hehe) I will try to get the SNES9x source to link on my Win32 machine, and if i make that, try to integrate the GFX output with ngine. I will update the site tonight and tell you where I got... also have a look at the Messageboard, you might find some news there tonight. If this step works out, we have the most complicated step out of the way.
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SNES9X: porting has begun (tubooboo)
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2000/09/21
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To keep all you posted. I got my hands on the normal non Win32 SNES9x
source now. After about 4 hours i got it to compile in Visual C++, but
it will not link yet, and even if it does, it doubt it will magically
start to work. Initially, I had about 200 linker failures, and now, at
3 am in the morning, I got them down to 18. Still, this is very good news,
I expect the program to run in my Win32 environment in a few days, and then,
I will integrate it into ngine. There will be no update tomorrow, as I am out having
real life (tm). Good night.... tubooboo
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Some more details on the ngine status (tubooboo)
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2000/09/20
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i have done some updates to the status of ngine. Check out the updated
ngine page.
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Messageboard is now running (tubooboo)
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2000/09/20
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Since the site seems to attract growing attention, I have added a messageboard
for all you people to write your feelings about ngine and Dreamcast development.
Have a lot of fun, and post any questions you may have, I will read the board
regularly and post answers. Access the board here.
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Nice: more than 1000 hits on day one (tubooboo)
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2000/09/20
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Seems like there is a strong flow of visitors coming around to ngine.de, thanks
all for a more than successful day 1 on this site. I hope you are pleased with
whats on there now. Keep coming, new stuff will be up, and, you never know, you
might be downloading your favourite SNES9X for Dreamcast pretty soon from here ;)
thx for your support, tubooboo
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Help me: Looking for SNES9x Win32 source (tubooboo)
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2000/09/19
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I am looking for a new version of the Win32 SNES9X source code. I know that
it used to be for download at the Sintendo site lately, but the link is no more...
If you happen to have downloaded this source, drop me an
email now and attach the source. You will
definitely get credits, as this is all that holds up my development now. Go and help out!
thx, tubooboo
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layout update (tubooboo)
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2000/09/19
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The layout has been changed so it would now be "bloody Netscape" compatible. Sorry
for all the initial inconvieniences. Things should all be well now. If you experience problems
surfing the site, please drop me an email. Thanks
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ngine.de announces ngine project on boob.co.uk (tubooboo)
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2000/09/19
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Finally, the ngine project was publically unveiled on everybody's favorite Dreamcast development site,
Boob.co.uk. The full story on the project can be read about on the
Project pages, linked from the left side menu. Have a lot of fun, and please, send me some feedback regarding
ngine. I appreciate any good ideas and will incorporate anything that makes sense and does not take too much
of my already sparse spare time. Big shouts to the CyRuS64 at Boob for getting life onto this site.
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ngine to run SNES9X on Dreamcast (tubooboo)
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2000/09/19
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While in announcement mayhem, it should quickly be said that the first project the ngine
environment will be used for will be a Dreamcast / WinCE / Linux port of SNES9x. Well ,
actually, once it runs in ngine, it will run on ANY platform that has ngine display
plugins written for it. Watch this spot for news.
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ngine progressing nicely, Windows CE plugins start working (tubooboo)
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2000/09/18
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The ngine GFX and File IO plugins have been successfully ported to Windows CE. This
further proves that this is actually a working approach to produce cross compiling
source working on any platform. Currently, the Linux plugins are about to get ready...
Expect a few Linux screens soon....
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