Hey everyone!
I've worked a hard month on this and am proud to present the first release of my gameboy emulator for Casio Prizm, Prizoop. It now runs ~95% of games a full speed (I recommend using frameskip of 1 to get best battery life and consistent smooth performance). Overclocking is necessary to have a fun experience on certain platforming or high reflex games, but not all.
https://www.cemetech.net/programs/index.php?mode=file&id=1569
Plans for the immediate future include:
* Save state support
* Gameboy Color games support (won't be nearly as compatible though)
* Some fancy menu and file footprint stuff (I'm using naive raw bitmaps for the menu UI right now)
* Better auto frame skip (it's sort of trash right now)
Highlights from this project on a technical basis:
* Developed a DMA technique that avoids VRAM entirely and allows >60 Hz refresh rate even when not overclocking. This is very advanced though, needs an ultra small buffer, and may only be useful to just a few devs.
* Overclocking using correct safe bus clocks, etc based on sentaro's code. This is wrapped nicely for easy use in the github.
* Windows simulator code (in the github) that nicely emulates many Prizm OS function calls for easier coding/iteration.
* Completely C based, so there is room for improvement for some handwritten ASM to the core routines and the code is portable.
I've worked a hard month on this and am proud to present the first release of my gameboy emulator for Casio Prizm, Prizoop. It now runs ~95% of games a full speed (I recommend using frameskip of 1 to get best battery life and consistent smooth performance). Overclocking is necessary to have a fun experience on certain platforming or high reflex games, but not all.
https://www.cemetech.net/programs/index.php?mode=file&id=1569
Plans for the immediate future include:
* Save state support
* Gameboy Color games support (won't be nearly as compatible though)
* Some fancy menu and file footprint stuff (I'm using naive raw bitmaps for the menu UI right now)
* Better auto frame skip (it's sort of trash right now)
Highlights from this project on a technical basis:
* Developed a DMA technique that avoids VRAM entirely and allows >60 Hz refresh rate even when not overclocking. This is very advanced though, needs an ultra small buffer, and may only be useful to just a few devs.
* Overclocking using correct safe bus clocks, etc based on sentaro's code. This is wrapped nicely for easy use in the github.
* Windows simulator code (in the github) that nicely emulates many Prizm OS function calls for easier coding/iteration.
* Completely C based, so there is room for improvement for some handwritten ASM to the core routines and the code is portable.