annotate org/todo.org @ 573:40f62391db9d

implemented row and column increment logic.
author Robert McIntyre <rlm@mit.edu>
date Sat, 01 Sep 2012 03:56:30 -0500
parents 71878fbc277b
children
rev   line source
rlm@439 1 * Apr 22
rlm@439 2 - [ ] get third-kind to play, with square-wave modulation.
rlm@439 3 - [ ] multiple tracks
rlm@439 4
rlm@439 5
rlm@439 6
rlm@51 7 * Low level
rlm@51 8
rlm@51 9 ** simplifications
rlm@51 10 - [ ] remove vba code
rlm@51 11 - [ ] remove prof
rlm@51 12 - [ ] remove lua
rlm@51 13
rlm@51 14 ** additional functionality
rlm@55 15 - [X] step the simulator
rlm@62 16 - [X] get CPU data (registers)
rlm@61 17 - [X] get RAM / ROM data
rlm@57 18 - [X] save / load state (use savestates)
rlm@62 19 - [ ] write current frame as image
rlm@62 20 - [ ] write sound to wav file
rlm@55 21 - [X] send button presses to the GB
rlm@51 22
rlm@51 23 * high level
rlm@85 24 - [X] write vbm files from clojure
rlm@85 25 - [X] remove battery backup files
rlm@52 26
rlm@52 27
rlm@52 28
rlm@52 29
rlm@52 30
rlm@52 31
rlm@52 32 saveState() --- returns a SaveState object
rlm@52 33 loadState(SaveState) --- restores a state
rlm@52 34 writeState(SaveState) --- writes a SaveState to a file.
rlm@52 35
rlm@52 36 getRAM() --- returns the ram of the GB in native buffer.
rlm@52 37 getRegisters() --- returns a map of register-keywords => values
rlm@52 38
rlm@52 39 getFrame() --- returns a BufferedImage of data which represents the
rlm@52 40 current frame.
rlm@52 41
rlm@52 42 step(int buttons) --- steps the game while pressing the chosen button(s)
rlm@54 43
rlm@66 44
rlm@66 45 idea: use konami code to invoke ram writer