annotate org/todo.org @ 81:db8e0a563c8e

generated intro
author Robert McIntyre <rlm@mit.edu>
date Fri, 09 Mar 2012 01:43:25 -0600
parents 43d4fb2a6fc2
children 3f4fdd270059
rev   line source
rlm@51 1 * Low level
rlm@51 2
rlm@51 3 ** simplifications
rlm@51 4 - [ ] remove vba code
rlm@51 5 - [ ] remove prof
rlm@51 6 - [ ] remove lua
rlm@51 7
rlm@51 8 ** additional functionality
rlm@55 9 - [X] step the simulator
rlm@62 10 - [X] get CPU data (registers)
rlm@61 11 - [X] get RAM / ROM data
rlm@57 12 - [X] save / load state (use savestates)
rlm@62 13 - [ ] write current frame as image
rlm@62 14 - [ ] write sound to wav file
rlm@55 15 - [X] send button presses to the GB
rlm@51 16
rlm@51 17 * high level
rlm@62 18 - [ ] write vbm files from clojure
rlm@58 19 - [ ] remove battery backup files
rlm@52 20
rlm@52 21
rlm@52 22
rlm@52 23
rlm@52 24
rlm@52 25
rlm@52 26 saveState() --- returns a SaveState object
rlm@52 27 loadState(SaveState) --- restores a state
rlm@52 28 writeState(SaveState) --- writes a SaveState to a file.
rlm@52 29
rlm@52 30 getRAM() --- returns the ram of the GB in native buffer.
rlm@52 31 getRegisters() --- returns a map of register-keywords => values
rlm@52 32
rlm@52 33 getFrame() --- returns a BufferedImage of data which represents the
rlm@52 34 current frame.
rlm@52 35
rlm@52 36 step(int buttons) --- steps the game while pressing the chosen button(s)
rlm@54 37
rlm@66 38
rlm@66 39 idea: use konami code to invoke ram writer