chips
source-sdk-2013
chips | source-sdk-2013 | |
---|---|---|
9 | 52 | |
925 | 3,671 | |
- | 1.0% | |
7.5 | 0.0 | |
about 1 month ago | 19 days ago | |
C | C++ | |
zlib License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
chips
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Zilog Z80 CPU – Modern, free and open source silicon clone
Because it's a software implementation in Verilog which is much closer to a software emulator and has nothing to do with the original Z80 "transistor structure".
For instance here's the LD A,(DE) "payload":
https://github.com/rejunity/z80-open-silicon/blob/974c7711b2...
And here's the equivalent in my software emulator:
https://github.com/floooh/chips/blob/bd1ecff58337574bb46eba5...
What's interesting though is that the Verilog implementation doesn't seem to update the internal WZ register, even though there are references to WZ in other places.
But in the end, if it looks and feels like a Z80 from the outside (e.g. the right pins are active at the right time) the internal implementation doesn't matter all that much.
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Getting into way too much detail with the Z80 netlist simulation (2021)
Author here, interesting to see this posted since it's more like a reference manual for Z80 instructions with 'unusual' timings. The followup blog post about the cycle-stepped Z80 emulator is probably more interesting:
https://floooh.github.io/2021/12/17/cycle-stepped-z80.html
One important note: at the start of the post I'm speculating about why I was seeing some minor differences to a 'real' Z80, it turned out that this speculation was wrong and instead the differences were caused by 'incomplete' netlist simulation code which worked fine for the 6502 but required some tweaks for the Z80, see the comments of this GH issue for details: https://github.com/floooh/v6502r/issues/2.
As far as I'm aware the netlist simulation now behaves correctly like a Zilog Z80 (but note that reverse engineered Z80 clones like the East German U880 are known to have slightly different undocumented behaviour), and the Z80 emulator in https://github.com/floooh/chips is tested against the netlist simulation for correct behaviour and timing.
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A world to win: WebAssembly for the rest of us
I simply don't see that there's a big enough difference between traditional garbage collection, refcounting and manual memory management. Each of those can already be implemented in pure WASM, just more or less awkwardly.
As for "just another ISA", there have been CPUs which had separate call- and data-stacks, with the call-stack living on the CPU and not accessible as regular data. In that sense WASM isn't much different then those esoteric CPUs.
And even though WASM might not allow free jumps, I yet have to see a noticeable performance difference between WASM and native for this type of "worst case code":
https://github.com/floooh/chips/blob/f5b6684ff6e899429544b21...
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Appler: Apple ][ emulator for IBM PC, written in 8088 assembly
Oh my, the 6502 emulation [1] has fewer lines of assembly code than my (code-generated) implementation has lines of C code [2] :D
Very nice use of a macro assembler though [3], makes the code feel very high level.
To my defense, the generated code has a lot of redundancies (such as assert(false) which were meant to catch any 'stray cycles' but which are removed in release mode.
[1] https://github.com/zajo/appler/blob/develop/src/65C02.ASM
[2] https://github.com/floooh/chips/blob/master/chips/m6502.h
[3] https://github.com/zajo/appler/blob/52aaa0f768cdf303438cd2c7...
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Ask HN: What's the best source code you've read?
I don't know if it's the best code I've ever read but this emulation library [0] of 8 bits computers is pretty well written, documented and designed: https://github.com/floooh/chips.
It's a good way to document old hardware with emulation code.
- A new cycle-stepped Z80 emulator
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Tiny Emulators
Looks like here's the source code of the emulators:
8-bit chip and system emulators in standalone C headers - https://github.com/floooh/chips
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Emulating a Parallel Memory chip at the circuit level:
There's a project on GitHub of similar nature -- it has include-able .h files emulating 8-bit computer chips on the pin level, and bus state is also held in a 64-bit value: https://github.com/floooh/chips/blob/master/chips/m6502.h
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Yet Another Eater Sap1 Is Finished
I wrote also a library of components for some complex chips (like 6502 simulation using https://github.com/floooh/chips)
source-sdk-2013
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A boy who stole Half-Life 2
It's literally on Github. https://github.com/ValveSoftware/source-sdk-2013
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An Investigation of Random Bullet Spread
here's the full thing https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/shared/shot_manipulator.h
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Sniper laser, a better solution!
please don't try to continue arguing this because, while i can't say i'm an authority of this subject, i've studied far more than enough about it to say that you're not making sense and if you really don't trust me then you can simply do what i did: read articles, read the source code, learn from other people who are more knowledgeable
- [Bunnyhopping] Code de mouvement du moteur du tremblement de terre et source
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Demoknight Charge Math&Code
I have just finished Solar's complex Demoknight Guide. And I know the code behind rampsliding and basic SourceEngine&TF2 movement code.
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How to change weapon certain stats for Half-Life 2?
Hi! The only other stats you can change without editing the code is weapon damage by editing skill.cfg inside the cfg folder. Weapon recoil and fire rate can only be changed by editing the code. The source code for Half-Life 2 can be found here: https://github.com/ValveSoftware/source-sdk-2013
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Following Valve's tutorial for my first mod but can't find weapon_rpg.cpp anywhere in the solution, nor the folder "hl2mp_dll". I'm using Visual C++ 2008 Express Edition and the 2007 HL2MP SDK (mod from scratch).
Weapon_rpg.cpp is in src/game/shared/hl2mp as an example
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Half-Life 2 Running on Raspberry Pi 4 Natively
Also, while this uses leaked code, Valve has officially released the Source SDK 2013, which does include all the hl2 specific code, so if you copy over the assets from hl2, it can run just like normal.
- where are all the HL2 .vcd's ??
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Random bullet spread option changes total spread instead of just randomizing spread
the random spread is biased towards the centre, pretty easy to observe and heres the code for it https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/shared/shot_manipulator.h
What are some alternatives?
wasm.cljc - Spec compliant WebAssembly compiler, decompiler, and generator
gmod-shootpos-fix - https://github.com/ValveSoftware/source-sdk-2013/pull/442
s7-wasm - Example of using s7 Scheme with web assembly and emscripten
halflife - Half-Life 1 engine based games
makaronLab - CPU simulation experiments
Quake - Quake GPL Source Release
8086tiny - 8086tiny interpreter by Adrian Cable, taken from http://www.megalith.co.uk/8086tiny/
source-sdk-2013 - This is Mapbase's public GitHub repo. It contains all of the code, but not the assets.
TypeScript - TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
SEFGD - SE FGD's
appler - Apple ][ emulator for MS-DOS, written in 8088 assembly
Quake-III-Arena - Quake III Arena GPL Source Release