Fair enough. We've got a question coming in from Skulls. If hex is used to reduce the amount of bytes, why not use a base notation that takes advantage of all the letters? I think at the time this was the one that they decided upon. Honestly, I don't think there's, like – I think right now if that was an option, that would probably be used. But, like, I think at the time this was, like, what worked everywhere. Yeah, and also I feel like – and now I feel really bad that I don't remember exactly how hexadecimal came about, but I think it was a thing, and it may have been that back in those days there was a very legitimate explanation as to why. Which we don't have right now. That we don't have right now, but good history lesson that could come and be a tool next time.
What is the most complicated – this is an anonymous question – what is the most complicated emulation project you worked on? So I know you spoke about you started with – what was the name of the library again? The game that you used? Oh, I tried to make a Game Boy first one. Game Boy first, and then instead you used – I used Chip8. Chip8. Sorry, that was what I forgot. So Chip8 is, kind of, you said, where a lot of people can get started. Have you tried to go more advanced? Has there been something that's really complex? From what I've seen so far, you go basically, like, Chip8, and then Game Boy, and then you can do things like NES or any sort of 8-bit system. I have looked at how to make a Game Boy one, and I don't think that most of it will be incredibly different. I have no idea how to make sound. And, like, if you look at it online, if you go, like, Game Boy JS emulator, three-quarters of them are, like, sound doesn't work. And I'm, like, I wonder why. Like, this was the main thing that I was googling, how are people doing this? I've never really used the audio API very much. And, like, all of them are, like, yeah. So, yeah, I think the hardest part that I've tried to do was, like, when I started doing this emulator, but I think a lot of it came for the fact that I was just like, I can just pick it up, and just pick it up, just do it. You know, like, this is really old, it's fine. And I guess just being able to pick something up is a good reason to start a project.
We've got Leo, who first says this was amazing. What's the next console? Is there another console that you'd like to work on? Are you still going for the Game Boy? Oh, I'm definitely doing the, like, making it emulated in Game Boy Talk. Nice, how far have you gotten? I guess they have many more opcodes that you need to list out. Yeah, basically, so I need to go through the, so, like, so obviously a Game Boy is not open source, like chip A, but there's been a lot of people over the years that have done the work of, like, reverse engineering all of the opcodes that go in. So that's the main thing that I'm working on right now is making sure that I know what, like, all of these opcodes do and what they're supposed to do, basically. That's actually a good question, and I'm just sliding my question in here, benefit of being an emcee. So what is the process of reverse engineering a console? Maybe, do you know, like, how they go about it? Because it's not something that's publicly documented. Do people just kind of, what's the word? Just how do they reverse engineer? I think a lot of, I think, I'm not actually sure, I'm just talking out of my ass right now, but I think that, like, first of all, you kind of need to know how to make games for it, right, and then from that you can kind of see what the console is doing, because you know also what is actually, like, what it's reading, like, you know the opcode it's reading to do that, and then from there you can kind of try it and figure it out, but for that you need to model the console before, so you need a lot of knowledge in hardware, right, because you can't just make a game for, like, the Game Boy and it will work. It won't work. Like, you have to, like, make the cartridge, make everything right to it, and then you can test it. So in my, I think that's how it was done, like, you had, like, test cartridges for these things, and, like, you would click right, and you would know, like, okay, this is what I told it to do, and it clicked right. So, like, it's just a lot of people that are very good at very specific things. Very good. So if you are interested in reverse engineering, I'm pretty sure you could write a talk maybe next year and explain some of that to us. I'd actually really like it. Yeah. We got Victoria who is now kind of just asking, why did you use a switch instead of something like a map? I'm going to be honest. I like switches. I like switch operators. I think they are good. I don't think they're bad. I don't know why and when we started thinking they were bad. Like, it doesn't look good, but, like, it's fine. It's good. It's fine. Like, I think it's more readable for me to use a switch operator. And you're like, do you use it at work? Yeah, I use switch operators at work, and they approve my PR.
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