> Hey all, > > (hopefully this is the right place to post this kind of thing) > > I have been working for some time on a sega hikaru emulator, valkyrie. You may have > seen a couple of screenshots on R.Belmont's blog[1], but there have not been any > official news; so I figured I should write a status report of some sorts. > > A short introduction: valkyrie is an incomplete, slow, primitive, crude and sometimes > hacky sega hikaru emulator, written from scratch by reversing the few existing hikaru > dumps, in my very limited spare time. Only linux is currently supported (it should be > rather easy to port to windows/osx, but I can't do the porting myself, as I use linux > boxes only.) > > At the time of writing, valkyrie is able to run the bootrom almost fully, including > the simple 3D triangle strips making up the bootrom menu. Furthermore it can display > the bitmap layers used to render 2D stuff on screen: planet harriers and airtrix up > reach the title screen; sega nascar arcade also shows the intro screen; brave fire > fighters is trying desperately to display the title screen, but given that there are > no dumps for most of the texture data, it renders garbage. So there is some promise > here. > > (An appetizer: the 3D intro in pharrier is actually being pushed to the GPU, the > problem is that I don't know yet how to render it. I mean, valkyrie _can_ render the > meshes somewhat using a canonical orthographic viewport, but I don't know how to make > use of the viewport and modelview matrices uploaded by the game. At some point the > game just uploads NaNs, though.) > > However there is still a ton missing stuff: AICA and input emulation (I'm using an > ugly hack to fake them; probably missing AICA/input IRQs are the main cause of > current emulation errors), my understanding of the graphics hardware is still rather > limited (I _think_ I figured out most of the GPU ISA; but many instructions are still > unknown), and the exact ROM mapping of some games (sega nascar arcade, and likely > podrace) is unclear. > > I'll take some time in the next few weeks to fix the obvious warts in the code, and > then upload a git tree to github, so that people can start looking at it and possibly > contribute some man power. The ETA is likely 2-4 weeks. > > The code will be licensed under the GPL2 or GPL3 (I have yet to pick one.), so it's > free and open source, and yours to improve upon (or port to MAME.) :-) > > Have fun, > > Stefano > > [1] http://rbelmont.mameworld.info/?p=726
Looking forward to seeing this, Stefano!
- Stiletto
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