Turbo Engine 16 emulator by AamirM
Moderator: General Mods
1) Why do you want to change this? If it is changed then you will get jumpy/stuttering video and sound (because we cannot predict exactly for how long the emulator should go into sleep).geoslake wrote:Thanks for this great emu.
2 questions :
- it uses 100% cpu all the time, would it be possible to change this ? (in turbo mode it renders 760fps, so it should use much less).
- "rip audio to ogg" is greyed out, any idea ?
thanks
2) This feature has not been implemented yet. So it is disabled. It will be added in a future version for sure.
Also, 760 FPS?
![Shocked :shock:](./images/smilies/icon_eek.gif)
![Shocked :shock:](./images/smilies/icon_eek.gif)
Well, I didn't notice such problems in other emulators.AamirM wrote:1) Why do you want to change this? If it is changed then you will get jumpy/stuttering video and sound (because we cannot predict exactly for how long the emulator should go into sleep).
E8400. Maybe the fps display wasn't accurate.AamirM wrote:Also, 760 FPS?![]()
. You've got a core i7 or something? I did not expect that it could go that fast. (I usually get about 180-190 FPS most of the time).
Cheers
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Lower power consumption and heat generation is one reason, but also if you spin all the time you're going to be overusing at least some amount CPU time that other processes could be using.AamirM wrote:1) Why do you want to change this? If it is changed then you will get jumpy/stuttering video and sound (because we cannot predict exactly for how long the emulator should go into sleep).
Since vsync appears at deterministic intervals and I assume you're waiting for it, you can predict when it'll next happen. You can't guarantee that a wait will take no more than the amount requested, but you can wait for a big chunk where you feel confident that the overshoot and granularity won't cause you to miss the next vsync, and then spin for the remainder. You can do some runtime tests to determine these parameters.
I still find it rather shocking that operating systems don't make a wait for vsync function more accessible (where it would of course put the process to sleep).
You could do what my port of QuickNES does. It regulates by sound output, and if the sound output buffer is at least half full, it also regulates by vsync. So, I guess there is room for some video stuttering if the sound lags behind.
(I also use WaveOut to allow for varied packet sizes, in case one frame has +/- 1 sample due to rounding. Although I suppose there's little chance of that, I just like to play it safe anyway.)
(I also use WaveOut to allow for varied packet sizes, in case one frame has +/- 1 sample due to rounding. Although I suppose there's little chance of that, I just like to play it safe anyway.)
Full list of changes:aamirm.hacking-cult.org wrote:Another quick update. Now includes the support to rip audio tracks into OGG format. Now, after ripping the CD, everything is ready and you can now load the ripped CD’s cue sheet right away. No manual conversion to OGG/MPC is required. Also fixed a bug in save state code. Added a “Power Saving” mode for netbooks, laptops etc.. to minimize the CPU usage as much as possible to increase battery life.
Code: Select all
Version 0.31b
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Another small update:
* Added the option to rip audio tracks to OGG format in cd ripping tool.
* Fixed a major bug in save state code.
* Added "Power Saving Mode" for laptops, notebooks and netbooks etc..
When this is enabled, Turbo Engine will not use 100% CPU, to save
battery. But you may get occasional stuttering, skips under this.
For me, under this option, Turbo Engine uses 0%-5% CPU which should
save quite a bit of battery ;) .
* Fixed a small bug in localization DLL versioning code. Now Turbo Engine
won't crash if a language file isn't found.
Thanks for the update. My report :
Cpu saving mode seems to work, but here it uses 65 % cpu (E8400), so you must have an 32 core cpu![Smile :)](./images/smilies/icon_smile.gif)
No choice for ogg quality ?
Sound is all fucked up in both cdrom games i tried (valis 3 & f1-circus special) (continuous saw wave or something).
Display is horribly blocky; nothing like magic engine with interpolation and 25% scanlines, with same setup. Games look like 100x50 resolution![Smile :)](./images/smilies/icon_smile.gif)
(mess has the same problem, don't understand why)
Cheers
Cpu saving mode seems to work, but here it uses 65 % cpu (E8400), so you must have an 32 core cpu
![Smile :)](./images/smilies/icon_smile.gif)
No choice for ogg quality ?
Sound is all fucked up in both cdrom games i tried (valis 3 & f1-circus special) (continuous saw wave or something).
Display is horribly blocky; nothing like magic engine with interpolation and 25% scanlines, with same setup. Games look like 100x50 resolution
![Smile :)](./images/smilies/icon_smile.gif)
(mess has the same problem, don't understand why)
Cheers
No, I have a single core CPU. Here is a screenshot even:Cpu saving mode seems to work, but here it uses 65 % cpu (E8400), so you must have an 32 core cpu
![Image](http://img441.imageshack.us/img441/2752/teusage.th.png)
This isn't CDRWin or Nero burning/ripping software you knowNo choice for ogg quality ?
![Razz :P](./images/smilies/icon_razz.gif)
Thanks for the report, I'll check it out as soon as possible.Sound is all fucked up in both cdrom games i tried (valis 3 & f1-circus special) (continuous saw wave or something).
Hearing this for the first time. Just enable the interpolation pluginDisplay is horribly blocky; nothing like magic engine with interpolation and 25% scanlines, with same setup. Games look like 100x50 resolution
![Razz :P](./images/smilies/icon_razz.gif)
Oh, it can rip audio into raw WAV files as well. Then you can encode to anything you want. Plus adding support to rip to other formats can easily be added with a hack (but I don't know why people would want that).funkyass wrote:why not add an option to send audio to stdout so people can use any encoder they want?
you have a settings collection that specifies the encoder program, and the encoder's arguments.AamirM wrote:Oh, it can rip audio into raw WAV files as well. Then you can encode to anything you want. Plus adding support to rip to other formats can easily be added with a hack (but I don't know why people would want that).funkyass wrote:why not add an option to send audio to stdout so people can use any encoder they want?
how is that a hack?
Does [Kevin] Smith masturbate with steel wool too?
- Yes, but don’t change the subject.
- Yes, but don’t change the subject.
Well, okay, but here, it's 65-75% (i just re-checked)AamirM wrote:No, I have a single core CPU. Here is a screenshot even:
ThanksAamirM wrote:Thanks for the report, I'll check it out as soon as possible.
It is enabled of course, but it seems it has no effect.AamirM wrote:Hearing this for the first time. Just enable the interpolation plugin.
None of the Kega fusion plugins work, by the way.
Here is a screenshot :
![Image](http://img177.imageshack.us/img177/9558/turboengine.png)
Please note that the aspect ratio (set to "none" here) tends to default itself to 3/2, if I change anything regarding display.
Nope. But you can put any encoder in place of "oggenc.dll" and have it export a function with signature "int convert_ogg(const char *in_file, HWND unused)" that converts the given "in_file" to your favorite format with whatever settings you wantfunkyass wrote:you have a settings collection that specifies the encoder program, and the encoder's arguments.
how is that a hack?
![Razz :P](./images/smilies/icon_razz.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
Do you have vsync enabled?Well, okay, but here, it's 65-75% (i just re-checked)
It is enabled of course, but it seems it has no effect.
None of the Kega fusion plugins work, by the way.
![Shocked :shock:](./images/smilies/icon_eek.gif)
![Razz :P](./images/smilies/icon_razz.gif)
Strange again. Do you have write permissions to the folder where you copied Turbo Engine?Please note that the aspect ratio (set to "none" here) tends to default itself to 3/2, if I change anything regarding display.
Please note that the screenshot above is with interpolation and scanlines.
As you can see there's no interpolation.
Do you think it could be a video driver or card issue (gf9500gt & 182.06 drivers), not supporting something, the cpu would do the job instead, hence the increased cpu usage ?
As you can see there's no interpolation.
Nope, if I do it's 100%.Do you have vsync enabled?
Do you think it could be a video driver or card issue (gf9500gt & 182.06 drivers), not supporting something, the cpu would do the job instead, hence the increased cpu usage ?
They either have no fx or crash the emulator (ex : "quad (snake)").Hmm...are you sure its not just you?
Try some plugin which should have visible effect (lol) like HQ4X, even MD NTSC etc...
Yes (windows xp anyway).Strange again. Do you have write permissions to the folder where you copied Turbo Engine?