Search found 157 matches

by sinamas
Sat Nov 01, 2008 2:00 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

Requiring a separate binary per user will probably never happen. An installer or uninstaller will also probably never happen.
by sinamas
Sat Nov 01, 2008 11:09 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

- Save all settings to a .cfg / .ini file instead of dumping all the stuff in the registry.It would also make the emulator portable.Very important. I've said before that I may do that. But what's this stuff about portability? Can't you just export/import registry keys instead? Does exporting also d...
by sinamas
Sat Nov 01, 2008 9:18 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

- When using the D3D renderer and enabling one of the HQxX filters,you get this Appears to be a pitch bug that remained from the original HqXx source code. Fixed in SVN. - The first three lines of the displayed image are flashing when a sprite touches them.A lot of games are affected. The _exact_ s...
by sinamas
Wed Oct 29, 2008 11:41 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

it "may" be isolated to the core 2 duo range of processors. What makes you say that? Did you try setting thread affinity? I did my testing on a laptop with a Core 2 Duo T8100. Anyway, it would be weird for a platform-specific issue to be game-dependent, and it would be even weirder for an...
by sinamas
Wed Oct 29, 2008 12:29 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

I've been playing around for the last half hour without any sign of slowdown. Anyone else able to reproduce this? You can load the save state by using the "Load State From" option, or copying the file to the save directory and renaming it to match your ROM image name if needed.
by sinamas
Wed Oct 29, 2008 10:27 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

- Moving the window while Gambatte is running produces an awful stuttering noise while the emulation is temporarily halted during the process.Even a single click on the title bar is enough to produce a bad hiccup. That's a Qt bug if anything. Working around it would require a lot of work and added ...
by sinamas
Wed Oct 29, 2008 6:38 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

When playing the Thwomp boss in Zelda OoA, the emulation will randomly slow down. loading a savestate resolves the slowness. CPU Usage spikes at 20% during the slow period. the GQS file is the savestate? (so I can share it) Doesn't happen here. Does it still happen if you disable sync to vblank, an...
by sinamas
Tue Oct 28, 2008 7:55 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

Because it results in more than 48/8 = 6 times the noise, since all the aliasing wraps over a smaller area which is all audible. More space for precision = more noise? So then, why not use 4KHz? x.x I take it there must be some odd rule where 8KHz is the minimum to preserve all sound, yet 2MHz is t...
by sinamas
Tue Oct 28, 2008 7:41 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

Amazing that the GB can generate a 2 MHz signal. Well, a 4 MHz clock means 8 MHz voltage changes, so it's not all that amazing. May I ask why you drop to 8KHz, instead of eg 48KHz? Not like it's going to make a world of difference starting from 2MHZ ... Because it results in more than 48/8 = 6 time...
by sinamas
Tue Oct 28, 2008 7:17 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

And yeah, when you start getting the extreme edge-case stuff down, the behavior never seems intuitive. I/O cycles turning into reads, weird pseudo-random delays before certain events trigger, etc etc. Can't even explain what you're doing, because there's no logical reasoning for it from a hardware ...
by sinamas
Tue Oct 28, 2008 1:37 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

sinamas, your programming work is always a source of inspiration to me. My ultimate goal one day is to reach half the level you, blargg and others have already achieved. Seriously, what you've done with the video cycle timing is nothing short of breath-taking. In truth, I never doubted your timing ...
by sinamas
Tue Oct 28, 2008 1:47 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

New release . The raw changelog is long enough that I almost decided not to release since it's too damn tiring to go through it all. Well, if you notice anything new, it's probably covered somewhere in the changelog. Despite my master-level selective laziness, a less intimidating list of some of th...
by sinamas
Fri Sep 05, 2008 7:48 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

In between other things, I've been sporadically working on a fast audio resampler. As it's nearing completion, I'd like to share some of the things I've learned along the way, and some of the things one can do to achieve high performance. Anyone who knows a bit about audio knows that audio is freque...
by sinamas
Thu Aug 14, 2008 12:16 pm
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 61958

Now, what we were able to do was skew the audio output rate, such that it's always greater than the video refresh rate (eg 32100hz vs 60.09hz), disable the out-of-order stuff, and then greatly expand the latency to ~120ms, and we were able to get smooth audio and mostly smooth video (every few seco...
by sinamas
Thu Aug 14, 2008 1:40 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 61958

Resampling doesn't magically solve the vsync problem of course. If you don't want sample loss you'll have to sync to audio anyway. It merely allows you to get the ratio between sound blocking time per frame and the video blocking time per frame pretty close to 1 (slightly above 1 is usually prefera...
by sinamas
Thu Aug 14, 2008 12:44 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 61958

I think it's pretty clear that if the operating system APIs are able to buffer and play back in a continuous fashion, it's quite possible to buffer and output a continuous stream in software too. I'm sure byuu just overlooked some silly detail or was subject to some kind of silly bug when he tried t...
by sinamas
Tue Jul 15, 2008 10:17 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

Actually, I changed it to read/write a couple of months ago, when I revamped the input dialog, without any issues, since I catch almost all keyboard input anyway. Try the most recent SVN snapshot, or compile your own, to see it working (only tested in XP). EDIT: without any issues It appears you can...
by sinamas
Sun Jul 13, 2008 4:32 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

Sorry, I haven't seen your e-mails as I seldomly check that mail account. I've sent you an e-mail reply, but now I'm off to bed.
by sinamas
Sun Jul 13, 2008 12:22 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

Nach wrote:Well, latest SVN no longer has the issue. Perhaps all those parentheses did the trick.
Brilliant. Then I suspect not only people, but even GCC itself, get(s) confused about these things.
by sinamas
Sat Jul 12, 2008 5:53 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

which could probably cause a pink screen on arhitectures where sizeof(long) != sizeof(int) and int isn't 16-bit (besides being strictly undefined), if you were using a YUV-based color format that is. If you were using XV on such an architecture this was probably the problem. Otherwise I haven't bee...
by sinamas
Tue Jul 08, 2008 12:16 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

compilers don't warn about human readability issues with the source code its processing, they warn because its not sure if its processing the code correctly, so if something screws up later it at least warned you about it before hand. -Wparentheses primarily deals with { and }, not ( and ) if I rea...
by sinamas
Mon Jul 07, 2008 10:50 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

As for the other warnings, I find that adding parentheses around expressions with (to me) obvious precedence tends to clutter up the code. Is it really too much to expect that programmers can be arsed to learn relatively basic operator precedence? Sounds (to me) similar in spirit to "Real men ...
by sinamas
Mon Jul 07, 2008 6:14 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

For GCC 4.3: Index: libgambatte/src/file/file_zip.cpp =================================================================== --- libgambatte/src/file/file_zip.cpp (revision 154) +++ libgambatte/src/file/file_zip.cpp (working copy) @@ -19,6 +19,8 @@ #include "file.h" +#include <cstring> + nam...
by sinamas
Mon Jul 07, 2008 1:40 am
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

Tried looking through blargg's notes and source code for ideas? Well, the band-limited synthesis I keep referring to is the one blargg describes here . Congrads on the Save State support. I didn't do too many tests on it, but what I did test seems to be working, nice job :D Thanks. The fact that I ...
by sinamas
Thu Jul 03, 2008 8:05 pm
Forum: Emulators
Topic: Gambatte 0.5.0-wip2 released
Replies: 478
Views: 379899

For GCC 4.3: Index: libgambatte/src/file/file_zip.cpp =================================================================== --- libgambatte/src/file/file_zip.cpp (revision 154) +++ libgambatte/src/file/file_zip.cpp (working copy) @@ -19,6 +19,8 @@ #include "file.h" +#include <cstring> + nam...