view org/todo.org @ 574:be6f46094ad0

implemented video-memory pointer logic.
author Robert McIntyre <rlm@mit.edu>
date Sat, 01 Sep 2012 04:05:51 -0500
parents 71878fbc277b
children
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1 * Apr 22
2 - [ ] get third-kind to play, with square-wave modulation.
3 - [ ] multiple tracks
7 * Low level
9 ** simplifications
10 - [ ] remove vba code
11 - [ ] remove prof
12 - [ ] remove lua
14 ** additional functionality
15 - [X] step the simulator
16 - [X] get CPU data (registers)
17 - [X] get RAM / ROM data
18 - [X] save / load state (use savestates)
19 - [ ] write current frame as image
20 - [ ] write sound to wav file
21 - [X] send button presses to the GB
23 * high level
24 - [X] write vbm files from clojure
25 - [X] remove battery backup files
32 saveState() --- returns a SaveState object
33 loadState(SaveState) --- restores a state
34 writeState(SaveState) --- writes a SaveState to a file.
36 getRAM() --- returns the ram of the GB in native buffer.
37 getRegisters() --- returns a map of register-keywords => values
39 getFrame() --- returns a BufferedImage of data which represents the
40 current frame.
42 step(int buttons) --- steps the game while pressing the chosen button(s)
45 idea: use konami code to invoke ram writer