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Home Page: http://prilik.com/ANESE
License: MIT License
Another NES Emulator - written for fun & learning - first implementation of wideNES
Home Page: http://prilik.com/ANESE
License: MIT License
Vertical scrolls in Mega Man 2 are all screwy. I think there's a loading seam above the transition!
Also, I can confirm that TASes of this game do not sync on ANESE. The RNG is all wrong.
I got the release ANSE_0.9.1. It should already have wideNES?
How do I activate it?
Just read your article about wideNES and I've gave ANESE a try. Man, this is pure genius! :O
I read about the know limitation of reliying of the player playing a level for the map to be done. I was wondering if you perhaps have considered to use a centralized, cloud-based knoweledge repository of pixel maps for various games level, to record plays. So there's no need for every player to play a given level, but just one.
do you think it could be a good idea?
tnx allot for this great concept!
so the first time I ran ANESE it ran fine so I was OK I'll load some of my own roms into this and now this is all I get when I try and run ANESE now
https://i.imgur.com/o0VWG45.png
This is on windows 10 Enterprise version 1803
I deleted all of my roms expect for the 2048 rom it came with and still the same issue
I moved ANESE to the root of my C:\ and still same issue
I ran ANESE as administrator still same issue
I download and tried to run ANESE 0.9.0 still same issue
I have a feeling ANESE is trying to get cfg info or something from my docs but is using the old windows xp documents and settings prefix instead of the new win 7 Users folder or %username%
If I knew where ANESE was trying to save it's settings I probable could manually tell it to load from C:\Users but I don't know where / if ANESE saves cfg files
Title. Tried in game, and pre-selection. May be my error, sorry if so.
Hello,
Here from an arm64 edge case build, and it seems to compile 'fine' with some errors warnings, with the whole terminal build output attached below.
erroranese (1).txt
Sadly, after attempting to run the emulator it seems to crash. My guess is the ALSA library, or lack thereof: my system doesn't even allow installing it.
By the way, is there any easy way to exclude the ALSA capabilities from the build? Would probably help with debugging. Also I kind of want to check out wideNes...
Thanks in advance
Hey, I wanted to let you know about a toolkit (prototype) I made for writing NES programs in C#:
https://github.com/jonathanpeppers/dotnes
I just wanted to bundle some simple NES emulator that runs on Windows & Mac, and yours fit the bill to redistribute for this.
I think I gave proper attribution, included your license, and everything, but let me know if there are any concerns or changes, you'd like me to make. Thank you so much for this project!
ANESE doesn't compile on my linux machine with CMake, but the project structure is simple enough that a single Makefile would do... So I wrote a Makefile for ANESE that can be used on linux/unix as fallback for the CMake file. It uses pkg-config
(or u-config
) to automatically fetch the SDL2 compilation flags. Hopefully it is useful to you and others.
Unix.mk
# standard variables
CC = cc
CFLAGS = -Ithirdparty/headeronly -Ithirdparty/SDL_inprint \
-Ithirdparty/SimpleINI -Ithirdparty/miniz -Isrc \
`pkg-config --cflags sdl2` -O2
CXX = c++
CXXFLAGS = $(CFLAGS)
LDFLAGS = -s
LDLIBS = `pkg-config --libs sdl2`
# inference rules for compiling source files into object files
.SUFFIXES: .c .cc .cpp .o
.c.o:
$(CC) $(CFLAGS) -c $< -o $@
.cc.o:
$(CXX) $(CXXFLAGS) -c $< -o $@
.cpp.o:
$(CXX) $(CXXFLAGS) -c $< -o $@
# to generate a list of source files, run:
# find src -name *.cc | xargs printf '%s \\\n'
CCFILES = \
src/ui/SDL2/shared_state.cc \
src/ui/SDL2/movies/fm2/replay.cc \
src/ui/SDL2/movies/fm2/record.cc \
src/ui/SDL2/main.cc \
src/ui/SDL2/gui_modules/widenes.cc \
src/ui/SDL2/gui_modules/submodules/menu.cc \
src/ui/SDL2/gui_modules/single_header_impls.cc \
src/ui/SDL2/gui_modules/ppu_debug.cc \
src/ui/SDL2/gui_modules/emu.cc \
src/ui/SDL2/gui.cc \
src/ui/SDL2/fs/util.cc \
src/ui/SDL2/fs/load.cc \
src/ui/SDL2/config.cc \
src/nes/wiring/ppu_mmu.cc \
src/nes/wiring/interrupt_lines.cc \
src/nes/wiring/cpu_mmu.cc \
src/nes/ppu/ppu.cc \
src/nes/nes.cc \
src/nes/joy/joy.cc \
src/nes/joy/controllers/zapper.cc \
src/nes/joy/controllers/standard.cc \
src/nes/generic/rom/rom.cc \
src/nes/generic/ram/ram.cc \
src/nes/cpu/nestest.cc \
src/nes/cpu/cpu.cc \
src/nes/cartridge/parse_rom.cc \
src/nes/cartridge/mappers/mapper_009.cc \
src/nes/cartridge/mappers/mapper_007.cc \
src/nes/cartridge/mappers/mapper_004.cc \
src/nes/cartridge/mappers/mapper_003.cc \
src/nes/cartridge/mappers/mapper_002.cc \
src/nes/cartridge/mappers/mapper_001.cc \
src/nes/cartridge/mappers/mapper_000.cc \
src/nes/cartridge/mapper.cc \
src/nes/apu/apu.cc \
src/common/serializable.cc \
# consider renaming this to .cc so it gets included in the list above
CPPFILES = \
src/ui/SDL2/util/Sound_Queue.cpp \
# list third party source files using the same command
# then manually remove any unneeded files
TPCFILES = \
thirdparty/miniz/miniz_zip.c \
thirdparty/miniz/miniz_tinfl.c \
thirdparty/miniz/miniz_tdef.c \
thirdparty/miniz/miniz.c \
thirdparty/SimpleINI/ConvertUTF.c \
TPCCFILES = \
thirdparty/SDL_inprint/SDL_inprint2.cc \
# all objects
OBJS = $(CCFILES:.cc=.o) $(CPPFILES:.cpp=.o) \
$(TPCFILES:.c=.o) $(TPCCFILES:.cc=.o) \
# targets
all: anese
anese: $(OBJS)
$(CXX) $(LDFLAGS) -o $@ $(OBJS) $(LDLIBS)
clean:
rm -rf anese $(OBJS)
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