Search found 347 matches
- Thu Feb 05, 2009 3:01 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
There was a slight delay there. ... Yes, I can work around this! Add a first-run boolean and validate the command-line path is valid, or separate cart load from SNES init so I can load, setup GUI then start, etc etc. It's just annoying, not sure if it's worth the effort to hide the menubar 2ms soon...
- Wed Feb 04, 2009 5:04 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
If you're going to have it, it should probably just be for any game. What's the difference between closing the emulator on the last stage of Space Megaforce and an hour after your last save in FFVI? I agree. 4:3 is really the only other ratio people might want ... put 116 for X and 100 for Y. Easie...
- Wed Feb 04, 2009 2:38 pm
- Forum: bsnes General Discussion
- Topic: Super Gameboy and Gameboy
- Replies: 29
- Views: 46958
- Tue Feb 03, 2009 5:25 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
I see, so the option box isn't really necessary, just the capacity to set the mode from the command line. I suppose so, if that is what it was. If whoever requested it didn't want to load games from the command line, disabling the menu by default in full screen mode makes the option a bit useless a...
- Tue Feb 03, 2009 4:01 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
- Tue Feb 03, 2009 1:56 am
- Forum: bsnes General Discussion
- Topic: A furious magician
- Replies: 41
- Views: 47691
if you altered Vista or Windows 7 to refer to the disc for drivers and stuff instead of your hard drive, then I'm pretty sure Vista and Windows 7 will consume notably less hard drive space. Windows 98 consumed like 150mb without drivers and 600mb~ with the drivers copied off the install disc. True,...
- Mon Feb 02, 2009 10:07 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
- Mon Feb 02, 2009 5:51 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
- Mon Feb 02, 2009 5:41 pm
- Forum: bsnes General Discussion
- Topic: A furious magician
- Replies: 41
- Views: 47691
Even with slightly less compatibility you could offer it as an option. Then when you begin work on the new PPU you'll have three options: high system requirements, low system requirements, insane system requirements. (although it would be nice if you could get the new PPU to run in realtime, I'm not...
- Sun Feb 01, 2009 3:37 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
- Sun Feb 01, 2009 3:36 pm
- Forum: bsnes General Discussion
- Topic: The most CPU intensive SNES game / part / effect ever
- Replies: 27
- Views: 42904
Re: The most CPU intensive SNES game / part / effect ever
I just retested the CT intro on my newer box and the framerate doesn't drop during the distortion effect (65-69fps) but takes a major hit during the overworld future map. (drops to 45) The distortion thing has been improved via caching like byuu mentioned. I didn't know about the 2300 AD map though...
- Fri Jan 30, 2009 2:13 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
Mmmhm byuu, I guess that puts the nail in the coffin for my development ideas. Since people can rant on about how thier software filters are evil, I cannot begin to fathom the absolute outroar if I go ahead and instead rewrite the filter system to operate entirely on the GPU. Sad (considering hardw...
- Wed Jan 28, 2009 3:24 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
IMO it's the filter job to define the maximum scales allowed. Now that -is- a good idea. It should be a simple matter to hardcode a setting in each filter that says what kinds of scaling factors they can be applied on. i.e. 0 for floating point, 1 for integer, 2 for multiples-of-two and so on. Then...
- Tue Jan 27, 2009 10:55 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
Bsnes would have to be capable of moving the sync line into the black part of the screen ofcourse for it to be fully usable Are you saying you have trouble with this in bsnes when using the highest scale setting your monitor can do? Because it could (at least for certain drivers) call Present as so...
- Tue Jan 27, 2009 9:36 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
I will make it to 100 releases, and I don't want to exceed v1.0. I consider v1.0 to be special ... either a final release, or perfect emulation. We don't want the former, and we can't have the latter. I know you guys don't mind if we get up to version 13.67, but I do. I'm not going to try and chang...
- Sun Jan 25, 2009 2:39 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
- Wed Jan 21, 2009 6:35 pm
- Forum: bsnes General Discussion
- Topic: Few requests
- Replies: 5
- Views: 16459
Re: Few requests
I was wondering about this recently. Byuu, could you make the Pause key pause emulation like in snes9x?Fras wrote:Yar-Tour wrote:3) I think that pausing emulation from menu item is a very useful thing
- Wed Jan 21, 2009 3:39 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
- Tue Jan 20, 2009 11:20 pm
- Forum: bsnes General Discussion
- Topic: The most CPU intensive SNES game / part / effect ever
- Replies: 27
- Views: 42904
- Tue Jan 20, 2009 9:30 pm
- Forum: bsnes General Discussion
- Topic: The most CPU intensive SNES game / part / effect ever
- Replies: 27
- Views: 42904
As blargg said most games probably put 100% load on the SNES CPU, even if the only thing it's doing is waiting for the next frame in a tight loop. I think what we're measuring here is (or should be) CPU load in task manager (or some other (more accurate?) measuring tool.. I dunno what Linux uses). S...
- Tue Jan 20, 2009 3:25 pm
- Forum: bsnes Dev Talk
- Topic: How other people should write their software
- Replies: 82
- Views: 133114
- Tue Jan 20, 2009 3:22 pm
- Forum: bsnes Dev Talk
- Topic: How other people should write their software
- Replies: 82
- Views: 133114
BSNES should scale well on multi-core processors. bsnes uses libco for multithreading due to the amount of context (thread) switches it needs to do every second. Switching between and synchronizing to a different physical processor core is a relatively slow process, which would negate the advantage...
- Tue Jan 20, 2009 5:47 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 285553
Basically it queues all the timed events, but tests IRQs every -second- clock (it was testing it every single clock before which is the cause for the speedup), rather than range testing them when necessary. I've realised I don't understand the 'range testing' enough to make it happen, but it would e...
- Sat Jan 17, 2009 11:19 pm
- Forum: bsnes Dev Talk
- Topic: Gamma correction details
- Replies: 4
- Views: 22559
- Wed Jan 14, 2009 4:35 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 267633
The question for the SNES is what gamma it applies when encoding composite and s-video outputs (and perhaps RGB). If it uses none, then proper conversion to the linear RGB values of the light leaving the display's surface requires applying a 2.5 gamma. If the SNES uses 0.5, then conversion requires...