Creating a NES emulator in C++11 (PART 2/2)
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This video is a response to Creating a NES emulator in C++11 (PART 1/2)
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Hes a fucking genious lol I read the code and try to understand it and probably could with time but jesus fucking christ dude you are one in a million
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@Bisqwit Wow I very much agree with you on that. I actually have a 500mhz 94meg box that I put arch linux on and used for a few years as one of my desktops. Did everything I wanted it too at the time, the main reason I have a new computer is for newer games but I still use the old machine.
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finally I found a hacker on youtube
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Which SO do yo use?
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Very impressive! How many years did you work with C++ language?
darkzone4822 1 month ago
@darkzone4822 I first learned about C++ in ~1995, using Borland C++ 3.1, which was pre-standard. However, I didn't truly begin using C++ until ~1999, when my friend (whose YouTube channel is WarpRulez) showed me a simple program that reads words of text, sorts them, and counts how many times each word appeared. It used STL. It impressed me greatly. The program had no hardcoded limits, and it was only about 10 lines long. After that, C++ has been my primary programming language. No regrets.
Bisqwit 1 month ago
I meant OS
BurnInHell7 1 month ago
@BurnInHell7 Linux. The graphical UI in this video was created in postprocess from the following sources: The DOSBox text output (I run a terminal emulator within DOSBox; within the terminal emulator, the Linux system is accessed); the emulator windows (SDL, as in the source code; though I used a special version of the emulator that outputs raw video into stdout instead); and all custom graphics (UI glue) added by a video processing program I created for this particular video.
Bisqwit 1 month ago
@Bisqwit I am curious at what kind of knowledge you have? I am self-taught in c++ and at a uni learning Java but I have not gone through any development course. What maths do you know what kind of programming experience would i have to have in order to learn this? I could kind follow your code but the reasons for using certain numbers for memory seem arbitrary
DamarSweetness 2 days ago
@DamarSweetness I used NES architecture documents extensively from e.g. nesdev. Knowledge of them is implied. Bit indexes for registers are part of the hardware's specification. It would have been a major inconvenience to try and explain those in the source code. Some, such as bitmasks, I could have reasonably put as consts/enums, I admit. In the rendering loop, things happen in a marching succession: step 1, do this. step 2, do this. steps 3 and 5, do this. All of this is applied documentation.
Bisqwit 2 days ago