DreamEngine news

Bill Nagel has once again posted some news on his progress with the TG16/PC Engine emu Dream Engine, here’s what bi11n had to say a few days back:

Well, the new core is starting to come along. I’ve got 90% of the instructions finished. The ones I haven’t written aren’t used by most games. I’ve been testing it with New Adventure Island. It executes the first 25,000 instructions, which includes timer interrupts, and then segfaults when it reaches a screen refresh. I’m still trying to figure this one out.

And here’s some fresh info posted today:

I now have the core rewritten in assembly, as well as the graphics rendering, but the speedup was very minimal. The problem is that the TG16 is 8bits and in order to have 16bit graphics an insane amount of IO calls need to be made. At least I think thats the problem. In order to make it full speed, I might have to write the IO handling in assembly. But the SH4 output of GCC is terrible, and I’m having a hard time interfacing the C and assembly. It only works when I remove the -O2 optimization flag, and I don’t want to do that.

Check out the DreamEngine update topic for more news & infomation about this exciting project.