Alright, its been a while since I've posted any news about this, and school + work kick my ass pretty bad. But I managed to piece together a debug screen that shows the VRAM, Palette, and Name-Tables 1 and 2 (does not show mirrors yet).
Check it out:
DownloadI've also decided to take this project in the direction of shaders (will only support + compile on shader supported OpenGL). The system will use true palettes instead of PNGs, which means all editing and modifications will have to be done in a YY-CHR editor like Tilemap Pro. I will make sure to come up with a Super Fami Brothers clone so you can see how to properly fill in upcoming tiles, and what I really want is palette shifting so you can do cool coin box effects like the original SMB. This takes the entire thing closer to being more "NES"-like than before.
Also, the Linux version still compiles great, but my sound mixing I borrowed from librgs (Ivan's engine) is not fast enough to keep up on software default drivers in OpenAL. So either I need to set up a multi-threaded approach to fill in sounds, come up with a different way to mix sounds, or see if there's something wrong with the way I'm calling the default OpenAL sound driver.
Oh! And this version supports OGG output, so the music is actually from the OGG's main site. I'll convert the NSF over later, but it demonstrates how you can get more CPU cycles because the NSF player is a hog.