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A multistage emulation system design around video game platforms
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README

README

Radd Team presents: the SAGE Miss System.

Maintainer: Katrina Payne

The SAGE Miss System is a general purpose emulation system designed to 
abstract the requirements to run a video game system to allow for a setup 
that uses a Front-end, middle-end and backend type set up.

Expanded

The SAGE Miss System is an emulation system that generally came from a large 
ammount of frustration in the Kid Radd community. Various issues with most 
modern emulators are generally:

 * The systems being emulated are generally anywhere from >1MHz to about 
   67MHz (what the NDS actually clocks in at). Most computers running them 
   are more than 500MHz in clock speed. Even going with the idea that some 
   of them may use a RISC setup, there is no reason that an NDS emulator 
   should lag like all hell on my Acer Aspire.
 * Multiplayer systems generally tend to be very poorly designed in there 
   setup.
 * The emulators generally tend to have various porting issues between 
   platforms.


Fixes (Planned):

 * The emulator will work on several levels. 
 * One level, will be the abstraction level. A general purpose setup that can 
   set up a memory layout for the system, access the graphics hardware, talk 
   on the network, grab device input--all that jazz. None of this should be 
   specific to the system being emulated. In fact, the system being targetted 
   should have any specifics avoided. Instead relying on various standard 
   APIs. Also, User Interface at this level should be at the very minimal.
 * Two level, will be definition level. Here the tools provided by One Level 
   will be expanded into a manner that can accept and understand the image 
   information given to Miss System.
 * Three level will be the user interface level. While this should be usuable 
   via one and two levels--this will make it more friendly to the average 
   person running the ROM.
 * Multiplayer will be setup by allowing network devices to act as a form of 
   input. Much like a controller. Rather than have a specific setup to run 
   multiplayer games over the internet, we will simply regard it as another 
   form of input. Generally done in a Peer 2 Peer manner of sorts. It will 
   be done in a syncronous manner. As if the network input does not send 
   anything, it should be treated as no input being given.
 * Added to this, would have the SAGE Miss System use its own ICMP tools 
   setup for use inside this. Allowing a player to be able to ping out.
 * The SAGE Miss System will be writen in C++. The libraries it makes use 
   of will avoid being system specific.

Look forward to something done in the gaming field that is not done by some 
cheese ball who just learned Java, and thinks they can make Evercrack, Wow 
and Halo combined.
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