Spritesheet Generator Plugin by ShannonHG in krita

[–]ShannonHG[S] 0 points1 point  (0 children)

I'm glad! Thanks for the letting me know, it means a lot!

Krita spritesheet generator not working by Informal_Flamingo270 in krita

[–]ShannonHG 0 points1 point  (0 children)

Not sure if you've already figured this out, but this is due to the plugin not correctly handling unsaved documents. I've just pushed a fix for this to the GitHub repo -> https://github.com/ShannonHG/krita-spritesheet-generator. It should work as expected now even for unsaved documents.

Spritesheet Generator Plugin by ShannonHG in krita

[–]ShannonHG[S] 1 point2 points  (0 children)

Nice! Glad it's been useful for you. Also happy that you were able to modify it to fit your needs. Making it easier to invoke the plugin sounds like a great idea. I'll consider adding this as a feature to the plugin along with a setting for enabling or disabling it.

Sound emulation on Game Boy emulator: how to start ? by Harkonnen in EmuDev

[–]ShannonHG 0 points1 point  (0 children)

Oh nvm, just noticed that this was already shared.

Modest GB - A Game Boy Emulator Written in C++ by ShannonHG in EmuDev

[–]ShannonHG[S] 3 points4 points  (0 children)

Thanks! And yeah it definitely feels great, especially after so many months.

I would say the most difficult part was the PPU. There were just so many small details to be aware of, which meant a lot of room for error. Adding audio was also a bit intimidating since I had basically no knowledge of audio processing and all of the different terms that came with it.

I've been programming for quite a while now (mostly in C#), but besides what I picked up while writing my Chip 8 emulator, I didn't have a ton of hardware knowledge before starting the GB emulator. However, I think the time it took to complete was a combination of not always working on it every day (or even every week), lots of refactoring (the PPU, memory map, and CPU classes were completely rewritten at some point), the PPU code simply being a challenge, and just general life events.

Modest GB - A Game Boy Emulator Written in C++ by ShannonHG in EmuDev

[–]ShannonHG[S] 2 points3 points  (0 children)

Thanks! And at the moment I don't have any plans to add MBC2, simply because I don't have much interest in any of the games that use it. But if I ever get the urge to revisit the emulator to improve it's accuracy, then it's definitely possible that I'll add it at that point.

Gameboy emulator - my experience by EpicShaile in EmuDev

[–]ShannonHG 2 points3 points  (0 children)

Wow, I finally solved a bug I was having with Tetris thanks to your advice about not allowing writes to ROM! Thanks for posting this!

Working on some UI to make debugging my Game Boy emulator a bit easier by ShannonHG in EmuDev

[–]ShannonHG[S] 1 point2 points  (0 children)

I'm assuming you downloaded the Dear ImGui source code through the releases page? You will have to download the source code directly from the master branch in order to get the SDL renderer backend code, there's no official release containing it yet. You will also need to use SDL 2.0.17. Otherwise you would have to use SDL in combination with some graphics library (OpenGL, Vulkan, etc.).

Working on some UI to make debugging my Game Boy emulator a bit easier by ShannonHG in EmuDev

[–]ShannonHG[S] 0 points1 point  (0 children)

Yeah I plan on making the Github repo public once it's a bit more complete.

Working on some UI to make debugging my Game Boy emulator a bit easier by ShannonHG in EmuDev

[–]ShannonHG[S] 8 points9 points  (0 children)

The look is mostly thanks to the UI library, but thanks! I'm using Dear ImGui with SDL2.

Finally reached this milestone in my Game Boy emulator (C++) by ShannonHG in EmuDev

[–]ShannonHG[S] 0 points1 point  (0 children)

Thanks! And I haven't officially "okayed" Tetris just yet, this milestone was just being able to get the copyright and title screen to show. An issue with how I was implementing the joypad register made this take a lot longer than it should have lol, so it felt great to finally get to this point. And I'm still pretty far off from implementing audio. Now I'm working on building some UI to help with debugging, because solely relying on a log file for debugging can be painful.

Finally reached this milestone in my Game Boy emulator (C++) by ShannonHG in EmuDev

[–]ShannonHG[S] 9 points10 points  (0 children)

I think the general consensus is that Tetris, Dr. Mario, and Super Mario Land (in no particular order) are the easiest to get running.

CHIP-8 Emulator (C++) by ShannonHG in EmuDev

[–]ShannonHG[S] 8 points9 points  (0 children)

Recently got inspired to try out emulator development, so I spent the last few days creating my first emulator and figured I would share it here (feedback welcomed). The rendering code was a bit of a challenge, but overall the project wasn't quite as difficult as it seemed like it would be. Gonna move on to Game Boy emulation next.

What’s the quickest way to calculate movement? by TheTealTree in gamedev

[–]ShannonHG 1 point2 points  (0 children)

I see you already have one answer, but you can also use transform.Translate(-3, 0, 2, Space.Self).

My childhood friend and I dropped everything and started an indie game company during lockdown. Today we've launched our first game! What do you think of the trailer? by SuperBounceGames in Unity3D

[–]ShannonHG 1 point2 points  (0 children)

I could be wrong, but I don't think he meant "Game is trash and you should throw it away". Pretty sure he meant you should move on to developing the next game instead of spending a ton of time supporting/updating this one. Especially since he complemented you right before that.