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In the previous articles I discussed: It was time to embark on a side mission.
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In the previous articles I discussed: Now that I’ve got the emulator more-or-less working, I needed more code to test it with, and to do that I needed to be able to load emulator files.
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In the previous articles I discussed: I was now in a position to start testing the emulator in earnest.
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In the last three blog posts, I managed to get the emulator booting up and displaying the famous Sinclair copyright message in an SDL window.
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In the previous two posts I’d been concentrating on getting the Z80 emulator up to the point where it would run fragments of machine code.
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In the previous post I mentioned how opcodes are decoded into groups using bitwise operators.
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If there is one thing for sure, I’ve got no shortage of projects on the go at the moment, so wasn’t exactly looking to start a new one.
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We’ve now covered the foundations of how to run code on the Z80 co-processor and establish communications to it using a shared circular buffer in memory.
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As mentioned in the introduction, the Sega Megadrive has a Z80 co-processor that serves two purposes: Backwards Compatibility Backwards compatibility with the Master System requires a Power Base Convertor, a fairly dumb adaptor that maps the pins of the s…
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My second job after Software Creations was as a games developer for Malibu Interactive.