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> I think this is more useful than the tutorial project (as a project
> that is, not as a tutorial). Imagine you want to render an animation
> of an arcade hall. Instead of pre-calculating animations that you
> display on the arcade machines' screens you can use the parser to
> calculate what is on screen and even let it interact with the
> animation's characters.
Yeah... hadn't thought of that... Interesting idea.
> All you need is the arcade machine's or home
> computer's ROM image. Very useful.
Well... at the moment, it doesn't emulate any piece of hardware that has
ever actually existed - i.e., it doesn't emulate a C64 or a ZX Spectrum or
anything in particular, just an imaginary machine that I invented. (No
reason why such a device COULDN'T exist, it's just that I haven't built one
yet ;-) To actually make use of a ROM image (wouldn't there be copyright
issues?) it would have to actually emulate a real computer - the one the ROM
works on! But still, a neat idea...
> On the other hand I find a
> raytracer implemented in SDL not very persuasive. What would make
> sense is a raytracer implemented in the home computer's machine code...
Mmm... now there's tempting! ;-)
(Did I mention that this thing is 8-bit, with no hardware support for
floating point operations?!?)
Andrew.
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