Re: Web Based Gamebuino Emulator / Mobile App
Posted: Sat Feb 28, 2015 4:12 am
I've been thinking of how to respond to all of this for a few days.
For starters, while my project had a mobile direction, I do not want to limit it to just Android, so that's why I am sticking to the Dropbox strategy.
As far as ArduindDroid and direct runs you would have to ask its developer for more features, like I did on Google Play. He seemed open to it, though I understand conflicting priorities in app development.
Writing a from scratch C/C++ app using SDL is not on my radar, and I am not super interested in starting that project. I'm sure the community would welcome another emulator if you wanted to start a new project.
On a related note, I am doing a quick experiment rewriting part of the AVR CPU simulator in C++. This serves two purposes: I assume it will be easier to iron out bugs in a desktop build / test bench and I want to see if I can get more javascript performance from an emscripten asm.js compile. I'm not thrilled with my 1mhz results on mobile. But I stress that this is an experiment and may never see the light of day. If my initial tests go well, I intended to branch the code as a separate project on GitHub. Perhaps this could one day power your SDL emulator.
One way or another, the final product of the core will likely always be js. There already exist plenty of C implementations of an AVR processor. For reference, I have at least a years worth of work hours(2080) into this project, most in the avrcore.js file.
Finally, I'm really interested in custom screen resolution s, because I an trying to leverage existing Atduino / Gamebuino software. Without drivers to power them, custom screen sizes / resolutions just do not make sense in my mind.
For starters, while my project had a mobile direction, I do not want to limit it to just Android, so that's why I am sticking to the Dropbox strategy.
As far as ArduindDroid and direct runs you would have to ask its developer for more features, like I did on Google Play. He seemed open to it, though I understand conflicting priorities in app development.
Writing a from scratch C/C++ app using SDL is not on my radar, and I am not super interested in starting that project. I'm sure the community would welcome another emulator if you wanted to start a new project.
On a related note, I am doing a quick experiment rewriting part of the AVR CPU simulator in C++. This serves two purposes: I assume it will be easier to iron out bugs in a desktop build / test bench and I want to see if I can get more javascript performance from an emscripten asm.js compile. I'm not thrilled with my 1mhz results on mobile. But I stress that this is an experiment and may never see the light of day. If my initial tests go well, I intended to branch the code as a separate project on GitHub. Perhaps this could one day power your SDL emulator.
One way or another, the final product of the core will likely always be js. There already exist plenty of C implementations of an AVR processor. For reference, I have at least a years worth of work hours(2080) into this project, most in the avrcore.js file.
Finally, I'm really interested in custom screen resolution s, because I an trying to leverage existing Atduino / Gamebuino software. Without drivers to power them, custom screen sizes / resolutions just do not make sense in my mind.