HNHacker News
TopNewBestAskShowJobs

quruquru

19 karma · joined December 4, 2022

submissionscomments
quruquru··on Every Fucking Website (2020)
Many years ago, I used to make informational websites for small, local businesses and they all wanted the cookie banner "just to be safe", even after explaining they didn't need it.
quruquru··on Operating System in 1,000 Lines – Intro
Agree, and I'll add 3 other really useful QEMU features for osdev:

1) Record & Replay: Record an execution and replay it back. You can even attach GDB while replaying, and go back in time while debugging with "reverse-next" and "reverse-continue": https://qemu-project.gitlab.io/qemu/system/replay.html

2) The QEMU monitor, especially the "gva2gpa" and "xp" commands which are very useful to debug stuff with virtual memory

3) "-d mmu,cpu_reset,guest_errors,unimp": Basically causes QEMU to log when your code does something wrong. Also check "trace:help", there's a bunch of useful stuff to debug drivers

quruquru··on Show HN: Running Game Boy ROMs on the STM32 ARM Cortex Microcontroller
Neat! I also did something very similar when I discovered PeanutGB( https://github.com/deltabeard/Peanut-GB ) for an university project.

I used an STM32F401 (the "blackpill" board). Shoved it into a gameboy case I got from aliexpress and connected an ILI9341 display, a PCB for the buttons I found online from some hobbist selling them and 4 AA batteries in series. The screen wasn't really the same as the gameboy's one in dimensions so it all looked very janky, but it was cool enough to impress people.

I had no audio, I was able to play simple GB games quite well but I had some significant slowdowns with stuff like Super Mario Land 2 or the later pokemon. I had 3 big problems: - First, I didn't use DMA at all. That's because I picked a display controller with 8 data GPIOs because at the time I thought "8 lines vs 1? its gonna be faster right?". Dumb me, I didn't consider that DMA existed... - Second, I wanted to scale the image to fit the entire screen. I couldn't fit the scaled framebuffer in memory though, so I had to keep the original size but send each pixel to the screen 4 times - Last, I read games from an SD-card. I had a tiny in-memory cache for recently read data blocks, but you could see when I got a cache miss. It wasn't often though so it wasn't bad at all.

I agree, it was an incredibly fun project