DCEmu Interviews is the site that asks the questions everyone wants answering, Part of the
DCEmu Homebrew & Gaming Network.
DCEmu Interviews Go back to Main Page
Interview with:Allan Blomquist
Author of It Might Be NES
Date 3rd September 2002
Wraggster: Can you tell us where were you born, where you live, your
Allan Blomquist : I was born, and I still live, in upstate NY in
the USA. It's really nice up here in the fall!
Wraggster: What qualifications do you have?
Allan Blomquist : Well, I've been programming for about 10 years
now and playing nintendo even longer. All my experience is as a hobbyist
since I'm still in school going for a degree in computer science. That's
about it I'm afraid...
Wraggster: What made you get into computers?
Allan Blomquist : When I was really young, I loved playing with legos.
When I got a little older, I found that programming computers, especially
in ASM, was a lot like building something out of legos. You put various
basic parts together in different ways and you end up with something that
is either slightly amusing, or in some cases, actually useful! Computers
have a huge advantage though since they are much more flexible and you never
run out of "pieces." (Although, legos do have that little pirate
man with the painted on beard. That's got to count for something...)
Wraggster: What projects/coding have you done previous to your ImbNes
Allan Blomquist : Hmm, imbNES was actually the first project that
I released to the public. I made countless clones of games like metriod
and final fantasy, but I would always stop working on them after I got the
game engine down. I made an SNES debugger that I used to reverse engineer
final fantasy 2 (US) and a video player that could play the videos from
Night Trap and Sewer Shark on Sega CD. It was random projects like those
that have kept me busy these last few years.
Wraggster: What made you choose to do an emulator for the Playstation?
Allan Blomquist : The idea of programming a console always seemed
really cool to me but with all the cartridge based systems I had, it didn't
seem possible. Then, when I got a PSX and a CD burner, I started looking
for information online about the playstation and I had no trouble finding
everything I needed to get started. I had always wanted to make an NES emulator,
but I didn't want to do it until I could make one that could stand out in
some way. I didn't want to make yet another NES emulator for the PC, since
there were already so many, but I thought if I could make a good one for
PSX, it would be a first.
Wraggster: How did you start and what programs did you use to start
coding for the Playstation?
Allan Blomquist : I got started by looking over some ASM source code
for some demos on the hitmen PSX site, and reading all the docs I could
get my hands on. All my code is assembler, so I use spASM since it was the
only assembler I could find for the PSX. For testing my programs, I started
off just using PSEmu Pro's debugger, but then I got a Pro Action Replay
and reflashed it with caetla so I could transfer code from my PC without
having to burn CDs every time!
Wraggster: Can you give us a status update on your emulator?
Allan Blomquist : Well, when the last version came out, I knew I
was in trouble because the CPU of the PSX was just about maxed out. Right
now I'm working almost entirely on trying to speed things up so I can get
some extra CPU time for additional features.
Wraggster: Are you trying to support the PS2 as well as the PSX
with your emulator?
Allan Blomquist : I do not have a PS2 and so I can not work specifically
on making sure imbNES is compatible with it. If the PS2 is as powerful as
it's supposed to be, then I don't think it would be all that hard for someone
to just port an existing NES emulator to it.
Wraggster: Do you have any new projects in the pipeline?
Allan Blomquist : None to speak of right now. With all the projects
I have to do for school, I don't have a lot of extra time to work on my
own projects just for fun. I want to make imbNES much more complete before
I start on anything new, and there's no telling how long that will take
Wraggster: Whats your opinion of the Xbox and PS2 Emulation Scenes
and which wouldbe the most promising for you?
Allan Blomquist : I haven't been following either one all that closely,
but it's the people who work hard reverse engineering these new systems
that make it possible for people like me to come along later and make new
software for them. I'd like to thank those people for all the great work
they do. As for which would be the most promising for me, I guess I'd have
to say PS2, but I think I'll be involved with the PSX for a long time to
The Hottest DCEmu Posters
A big thanks to Allan Blomquist for a great Interview. :)