Architecture for video-game system
Posted: Thu May 22, 2008 10:06 pm
I'm building a video game system, comparable with quality/performance of the early 3DO/mid-SNES era with a few modernisations (IP communication, optional HDTV support)
It won't actually be a physical system (if anyone wants to develop one then that would be great), instead I will be an emulated console that imitates as if it were a real console.
I'm going to design the CPU, graphics chip, audio chip etc and treat it as if it was real hardware.
It will get a compiler/assembler working to target the console. Which would be an easier task if I chose a well known architecture since there would already be a working tool chain.
So I was wondering what the best architecture to go with (ease of emulation vs flexibility). I'm looking at ARM9E (it should be well documented with the number Nintendo DS emulation projects).
The graphics, audio, network, input chip specifications I'll design myself after I have a working architect.
EDIT: I could go with x86 since I might be able to achieve an optimised emulator by some of the code directly on the CPU.
It won't actually be a physical system (if anyone wants to develop one then that would be great), instead I will be an emulated console that imitates as if it were a real console.
I'm going to design the CPU, graphics chip, audio chip etc and treat it as if it was real hardware.
It will get a compiler/assembler working to target the console. Which would be an easier task if I chose a well known architecture since there would already be a working tool chain.
So I was wondering what the best architecture to go with (ease of emulation vs flexibility). I'm looking at ARM9E (it should be well documented with the number Nintendo DS emulation projects).
The graphics, audio, network, input chip specifications I'll design myself after I have a working architect.
EDIT: I could go with x86 since I might be able to achieve an optimised emulator by some of the code directly on the CPU.