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sweener2001
Inmate
Joined: Mon Dec 06, 2004 7:47 am Posts: 1751 Location: WA
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what was ever stopping it from being distributed via torrent?
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Mon Dec 15, 2008 10:17 pm |
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byuu
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No problem, I don't expect anyone to use those options anyway. Thank you and everyone else very much for the locales :D I'm sure it's a pain given how fast I post new releases all the time, heh.
I meant the executable is distributed like uTorrent. Eg on their download page, it's a direct link to an executable. You run it and that's the program. That's what I'm doing now, rather than putting the program inside a ZIP archive.
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Mon Dec 15, 2008 10:25 pm |
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diminish
Lurker
Joined: Thu Jul 24, 2008 1:29 pm Posts: 113
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polish locale
Sorry for using polish file hosting service (to download press POBIERZ PLIK), but rapidshare says file can be downloaded only 10 times (free upload, I don't have any kind of premium account). Gratz and thanks for new version.
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Mon Dec 15, 2008 10:28 pm |
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DataPath
Lurker
Joined: Wed Jul 28, 2004 1:35 am Posts: 128
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When I had to simulate a circuit we were designing in college, I tried to do it with a hierarchal event system. I found it harder to debug, but that may have had more to do with my level of experience and limited time.
What you describe with a single counter and a single "next necessary update count" variable sounds a lot like a delta queue, which could actually be pretty cool.
If you kept a single central counter/clock and event queue, and then a couple accessor methods for adding events based on the clock speed of the source, it should be pretty readable. And most likely very compatible with byuu's current architecture.
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Mon Dec 15, 2008 10:33 pm |
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ZH/Franky
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If you have the time, could you explain to me what a "huffman table" is?
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Mon Dec 15, 2008 11:00 pm |
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creaothceann
Seen it all
Joined: Mon Jan 03, 2005 5:04 pm Posts: 2302 Location: Germany
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Rapidshare has a free account system - go to "Free Zone" | "Collector's Zone Login". Once logged in you can also manage the files you have uploaded.
@byuu:
Maybe bsnes is small enough (455 KB when compressed with WinRAR) to not invoke a download delay counter...
_________________ vSNES | Delphi 10 BPLs bsnes launcher with recent files list
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Mon Dec 15, 2008 11:12 pm |
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Nach
ZSNES Developer
Joined: Tue Jul 27, 2004 10:54 pm Posts: 3902 Location: Solar powered park bench
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Don't limit yourself to the language you're using.
_________________ May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it. _____________ Insane Coding
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Mon Dec 15, 2008 11:51 pm |
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h4tred
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http://en.wikipedia.org/wiki/Huffman_coding
That article should explain the concept of Huffman encoding nicely, as well as Huffman trees.
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Mon Dec 15, 2008 11:57 pm |
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h4tred
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That certainly ain't a bad idea. hiro, nall and ruby are certainly nice libraries, and it would be very nice to see something like SNESGT, but with it being open source for the Linux/MacOSX people. To be quite honest, if I decide (and if I am motivated), to get back into emu stuff, I might help you guys out  .
PS: Sorry for not being my chirpy, and pleasant self lately  . I didn't mean to turn into such a big asshole. Looking back, I feel absolutely terrible how I acted, and I guess I will take Aamir's advice and give peace a chance.
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Tue Dec 16, 2008 12:06 am |
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byuu
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I have no idea what you're talking about, but delta queue sounds badass. Care to elaborate, or are you going to make me use a search engine? ;_; How the script in the game is encoded. See h4tred's link. Yuck. I'd rather host it locally than send people to an ad farm. I'll buy the bandwidth if I need it. Sounds awesome to me. The more, the merrier. Plus you can't complain about if you worked on it :P Man, I wish I wasn't so busy with all the bsnes stuff and the upcoming FEoEZ translation ... it'd be so much fun to start on this right now, heh. I'm a big fan of ruby and nall, but hiro's extremely limited. Qt would've been so much better, if only it were licensed under the LGPL.
I'm used to it </rimshot> :P
Nah, you had me riled up and acting the same way, sadly. Lesson learned.
Seriously, I completely respect your opinion to disagree. Just please don't bring it up on these two specific boards. It forces me to respond, and that just creates all kinds of unnecessary drama that I want to avoid.
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Tue Dec 16, 2008 1:47 am |
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Jipcy
Veteran
Joined: Thu Feb 03, 2005 8:18 pm Posts: 768
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http://aws.amazon.com/s3/
http://jungledisk.com/
I've been using Jungle Disk (which uses Amazon S3) for backup and shared drive, and I like it pretty well. Reliable file serving, only pay for what you use, and no limit.
_________________ Official ZSNES Docs | NSRT Guide | Using a Wiimote w/ emulators
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Tue Dec 16, 2008 2:04 am |
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creaothceann
Seen it all
Joined: Mon Jan 03, 2005 5:04 pm Posts: 2302 Location: Germany
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I didn't notice any advertising on rapidshare, just counters. Meh.
_________________ vSNES | Delphi 10 BPLs bsnes launcher with recent files list
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Tue Dec 16, 2008 2:09 am |
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Verdauga Greeneyes
Regular
Joined: Tue Mar 07, 2006 10:32 am Posts: 347 Location: The Netherlands
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I didn't either, but it was actually very easy to find: http://compilers.cs.ucla.edu/avrora/api/current/avrora/sim/clock/DeltaQueue.html
Completely off-topic, but maybe you guys can help me with this. I'm trying to do something like the following:
(x-a)³ = (x³ - 3ax² + 3a²x - a³)
However, the moment I do this the compiler completely explodes.
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Tue Dec 16, 2008 2:11 am |
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byuu
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Oh wow, yeah. That's actually exactly what my CPU core needs. I currently schedule IRQ and NMI hold delays, but I will also need to schedule ALU events, joypad polling steps, etc in the future. If I'm able to compact the IRQ and NMI to a single test, then it'll actually be faster, despite testing even more things. If it weren't such an amazing PITA to calculate how many cycles in the future were needed to trigger a given IRQ, and for all the crazy edge cases and race conditions, that would be a great way to implement range testing, too. I've tried doing that in the past, sans the delta queue part. Way cool, thanks.
o.O
Never seen an algebraic transformation like that before -- almost looks like the crap the FOIL method spits out.
... you want help implementing the math algorithm ... or?
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Tue Dec 16, 2008 3:52 am |
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Verdauga Greeneyes
Regular
Joined: Tue Mar 07, 2006 10:32 am Posts: 347 Location: The Netherlands
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Really? (x-a)³ = (x-a)*(x² - 2ax + a²) = (x³ - 3ax² + 3a²x - a³)
I need it so I can split the a from the x. Anyway I've implemented the maths, but I'm still working on my problem.
Good grief. Okay, whatever the problem is, it's caused by Direct3D9's CreateDevice. It returns successfully so I don't know what's going on, but in a greatly reduced testcase I was able to observe that (x-a)³ and (x³ - 3ax² + 3a²x - 3a³) are equivalent (as they should be) when I leave the call out.
Here is the call in question:
I don't think I'm doing anything strange there - param is the client rect hwnd and rendering seems to work fine.
I've fully reinstalled MinGW and gotten the latest DirectX SDK - no luck.
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Tue Dec 16, 2008 4:58 am |
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Jonas Quinn
ZSNES Developer
Joined: Thu Jul 29, 2004 9:51 pm Posts: 115 Location: Germany
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 |  |  |  | Verdauga Greeneyes wrote: Really? (x-a)³ = (x-a)*(x² - 2ax + a²) = (x³ - 3ax² + 3a²x - 3a³) I need it so I can split the a from the x. Anyway I've implemented the maths, but I'm still working on my problem. Good grief. Okay, whatever the problem is, it's caused by Direct3D9's CreateDevice. It returns successfully so I don't know what's going on, but in a greatly reduced testcase I was able to observe that (x-a)³ and (x³ - 3ax² + 3a²x - 3a³) are equivalent (as they should be) when I leave the call out. Here is the call in question: I don't think I'm doing anything strange there - param is the client rect hwnd and rendering seems to work fine. I've fully reinstalled MinGW and gotten the latest DirectX SDK - no luck. |  |  |  |  |
It might help to replace the call with that:
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Tue Dec 16, 2008 5:24 am |
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Verdauga Greeneyes
Regular
Joined: Tue Mar 07, 2006 10:32 am Posts: 347 Location: The Netherlands
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Wow, you're absolutely right. Now that's something I never would have found out on my own. For the record, without that flag it also fails on MSVC. Thanks a million!
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Tue Dec 16, 2008 5:31 am |
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henke37
Lurker
Joined: Tue Apr 10, 2007 4:30 pm Posts: 152 Location: Sweden
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I have a wild guess why the performance hit exists. Cpu instruction caches. It might possibly have been short enough to fit in one transfer or something like that. But yeah, I am just guessing here.
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Tue Dec 16, 2008 2:24 pm |
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franpa
Gecko snack
Joined: Sun Aug 21, 2005 11:06 am Posts: 2372 Location: Australia, QLD
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Would the memory controller being integrated into the CPU chip affect it at all? the new i7 Intel CPU's and most of AMD's do that.
_________________ Core i7 920 @ 2.66GHZ | ASUS P6T Motherboard | 8GB DDR3 1600 RAM | Gigabyte Geforce 760 4GB | Windows 10 Pro x64
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Tue Dec 16, 2008 2:48 pm |
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Verdauga Greeneyes
Regular
Joined: Tue Mar 07, 2006 10:32 am Posts: 347 Location: The Netherlands
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By the way, for those of you who might be interested in the details of my problem, Direct3D was forcing my calculations into single precision and I was doing a summation that really needed double. I could have mitigated the effects of this with Kahan Summation, had I known of its existence at the time - but of course finding an actual solution is even better.
Edit: actually I just tried it, and even using Kahan Summation it completely fails. So yeah, I don't know what's up with this flag or the behaviour without it, but I guess I'm using it.
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Tue Dec 16, 2008 6:21 pm |
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grinvader
ZSNES Shake Shake Prinny
Joined: Wed Jul 28, 2004 4:15 pm Posts: 5615 Location: PAL50, dood !
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Jonas has a gift for that kind of stuff
he is a great voodoo expert
_________________ 皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
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Tue Dec 16, 2008 8:48 pm |
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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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byuu, if you'd like an extra mirror to host the bsnes file, I can host it on my site. I pay for my site so there are no ads, and I have plenty of bandwidth per month.
Anyway, just want to say the new version works great on my Q6600 system. I did some testing and the speed hit was about 8%, though the lowest FPS was still well above 90, so I'm well in the clear of the 60 minimum I like to have.
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Tue Dec 16, 2008 9:12 pm |
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byuu
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I should be okay, my site only draws ~10% of cinnamonpirate's traffic. The main limitation of my site is space, not bandwidth. tukuyomi has a great archive that goes back pretty far. I used to have older ones all the way back to v002, but like an idiot I formatted the drive they were on by mistake.
Darn, only 90. At least v036 or so's S-DSP state machine approach boosted it 10% before this hit; so we're back to the same performance as then. And hopefully the delta queue method will pan out for some extra speed.
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Tue Dec 16, 2008 10:09 pm |
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deltaphc
New Member
Joined: Mon Feb 25, 2008 5:21 am Posts: 9
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One thing that a lot of people overlook about Qt's open-source license is that it has an exception:
http://doc.trolltech.com/4.4/license-gp ... tions.html
So, if I'm reading it correctly, Qt-based open-source software can use a non-GPL license just as long as it's one of the licenses listed there. So you probably can't use a custom license, but at the very least it doesn't have to be GPL.
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Wed Dec 17, 2008 12:01 am |
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funkyass
"God"
Joined: Tue Jul 27, 2004 11:24 pm Posts: 1128
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should it not be
(x-a)³ = (x³ - 3ax² + 3a²x - a³)
_________________ Does [Kevin] Smith masturbate with steel wool too?
- Yes, but don’t change the subject.
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Wed Dec 17, 2008 12:02 am |
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