> In theory, the same chip can be used for the NES as the one we're using > for the C64. The NES has a Picture Processing Unit (PPU) that co-exists > with the chip, and I had a hard time with it. The problem is the CPU > and PPU on the NES run in parallel, and you have to be extremely careful > with the timing so that one doesn't get too far in front of the other. > It's quite difficult... unless you're really into the hardware.
I don't know the NES internals, but from what i saw i guess the C64 works very similar just that the PPU is called VIC-II there. The VIC-II is also very tightly coupled with the 6502 in regards of memory access etc. I think this is basically the same for all 6502 powered hardware. Timing and resolution is of course different for each hardware (even for the C64 itself, PAL vs NTSC vs different kernel and chip versions) but the concepts should be similar for all setups. That's why i tried to keep the memory manager as device independent and extensible as possible. We can theoretically reuse it for different hardware, and there's lots (Atari 2600, NES, Apple II, BBC, etc etc). You're very free to map your ROMs and I/O banks wherever and however you wish. > One of the things I'm *really* looking forward to implementing is > leveraging the binary flash.net.Socket class to allow you to play > 2-player games over the internet. That's quite a ways down the road > yet, but I imagine a "Commodore Challenge" type web site, where you can > pick a game, pick a player, and off you go. There's probably a ton of > legal things to work out with that.. but still, thinking about it is > fun. :-) he he he :) My guess is that the legal issues weight in heavier than the implementation itself ;) cheers, claus. _______________________________________________ osflash mailing list [email protected] http://osflash.org/mailman/listinfo/osflash_osflash.org
