Re: A86: Loading Strings and Graphics


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Re: A86: Loading Strings and Graphics




A while ago I hacked up a GB emulator for the 86... however, it was rather
slow because of the graphics not being hardware, and also, it's kind of hard
when most of the games were designed for the gameboy's bigger screen!
----- Original Message -----
From: Clem <darkclem@wanadoo.fr>
To: <assembly-86@lists.ticalc.org>
Sent: Tuesday, May 23, 2000 8:32 AM
Subject: Re: A86: Loading Strings and Graphics


>
> From: David Phillips <david@acz.org>
>
> > They are NOT the same processor.  The GB CPU is not even made by Zilog.
For
> > those of you too lazy to look it up, here is an excerpt from the pan
doc.
> > Maybe this will inspire a few of you hunt stuff down. (hint:
> > http://www.devrs.com/)
> >
> > Game Boy Specs
> > --------------
> >
> >  CPU: 8-bit (Similar to the Z80 processor.)
>
> Nintendo says Z80 on their site, which is not totally wrong.
> The processor is a Sharp LR35902 (single chip Z80 variant).
>
>
> From: <rabidcow@juno.com>
>
> > first of all, even if the display resolution were the same, color (if
you
> > use a color screen) takes many times the amount of memory as black &
> > white.  that memory has to come from somewhere.  there's not really
> > enough space on ram page 0 for that & stealing memory elsewhere would
get
> > tricky.  i suppose you theoretically could add a second ram chip,
> > doubling the total memory on the calc, but that'd be hideous to solder
>
> Nah, that's not a problem. Color sprites on the gameboy are stored the
same
> way as grayscale sprites, with 4 colors per sprite. You just need to
specify the
> palette and this require very little amount of memory.
>
> ---
> Clem Vasseur <darkclem@wanadoo.fr>
> Icarus Productions <http://icarus.ticalc.org>
>
>




References: