Search found 307 matches
- Mon Feb 02, 2009 1:57 pm
- Forum: bsnes General Discussion
- Topic: A furious magician
- Replies: 41
- Views: 51859
- Sun Feb 01, 2009 10:05 pm
- Forum: bsnes General Discussion
- Topic: A furious magician
- Replies: 41
- Views: 51859
I understand that getting a high-performance, attractive GUI under Linux is difficult, but byuu, sinamas, BearOso and AamirM have all been attacking that particular problem for a while now... Sadly, GNOME/Xfce users are going to see a major hit in UI aesthetic with the Qt rewrite. Even QGtkStyle lo...
- Sun Feb 01, 2009 2:50 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
- Thu Jan 29, 2009 10:45 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
I am glad that CRT simulation i being discussed again. The examples posted miss some very important things, specifically kell-effect. This image was made by blargg some time ago. It simulates all the important parts of CRT. http://4.bp.blogspot.com/_ylyxHOid874/SL11c0TF6eI/AAAAAAAAAA4/jGDt0s0EpkE/s1...
- Wed Jan 28, 2009 12:41 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
For some reason(i have no idea why) the first games decided to ignore interlaced and used a progressive hack. (instead of rendering to alternate scanlines render to the same scanline twice as fast) The result was black empty scanlines between each colored scanline. Due to all kinds of CRT wierdness ...
- Wed Jan 28, 2009 10:44 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
That's what you get when you don't vary the color carrier phase each scanline, as the NES/SNES do. Even the Sega Genesis makes vertical lines look like this on composite out. Wild :/ I never noticed color bleeding that badly on the Genesis as a kid. Then again I didn't even notice static width font...
- Tue Jan 27, 2009 5:58 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
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 10:01 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
1) avoid video tearing at the top and bottom by giving more vsync time. Is this actually a problem? The only time I ran into this on Windows using Direct3D was when I tried to make a Present() call -after- the first possible instance of GetRasterStatus saying VBlank had started. (and you shouldn't ...
- Mon Jan 26, 2009 4:58 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
Just played Chrono Trigger on the DS. Audio is VERY different, and they didn't bother to fix the aspect ratio. Looks like Square/Nintendo do not really care about having it look and sound like it did on the snes. They did however make a great port, using the touchscreen for all menu/battle stuff is ...
- Mon Jan 26, 2009 12:29 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
Man, I don't have time to read all that ... >_>; New WIP. Lots of UI refinements. - re-added power on / power off / reset to main menu (expansion port / region won't be coming back here) - re-added status message system - figured out a way to hide the child indicators in list boxes, as well as enab...
- Sun Jan 25, 2009 10:50 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
- Wed Jan 21, 2009 3:36 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
fun trivia,kick wrote:PAL SNES:
http://upload.wikimedia.org/wikipedia/c ... ES_800.jpg
That game was included in the retail box, it was the last version of the snes to be available in europe.
(And i bought one for 20Euro way back!!, too bad it got stolen :'( )
- Wed Jan 21, 2009 10:58 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
- Mon Jan 19, 2009 4:10 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
I agree that bsnes should only have one view, enable advance should be enabled by default and the option removed. There will be more options like this in the future. Are you sure you want them all exposed to everyone? Someone screwing with CPU frequencies could break games. Just add a revert everyt...
- Mon Jan 19, 2009 1:35 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302392
There is a point where usability meets accuracy. Yes, it should be possible to force stupid combinations, but the defaults should be sane. Autodetecting the system from the rom header has as much legs as autodetecting the board from the rom header. They should both be wiped out. If I made a homebre...
- Mon Jan 12, 2009 4:19 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285005
System tray control is probably something the GUI library needs anyway, but its value is completely lost for Windows 7 -- the taskbar works similar to the system tray + quick launch. In fact, by default tray items are hidden and require you to go through a menu to get to them. Interesting, so the t...
- Sat Jan 10, 2009 8:51 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285005
- Mon Jan 05, 2009 10:39 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285005
That project64 screenshot looks almost perfect as far as a cheat screen goes. Ugh, I hope you're kidding. bsnes' table view is far better than that disjointed mess. It doesn't even look like it gives sufficient room for names, and descriptions aren't viewable until you click on the specific listing...
- Mon Jan 05, 2009 10:37 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285005
So you'd like it if I arbitrarily cut off ~14.5% of bsnes' contrast ratio for no apparent reason? Seriously? :P Anyway, I was thinking about modifying libfilter to allow external color tables to handle sepia+grayscale+invert+whatever the hell else people want anyway, to get that code out of the lib...
- Mon Jan 05, 2009 9:20 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285005
If i understand you correctly blargg. Bsnes does not have to care about the luminance because it basically emulates a snes with a RGB out(which by definition provides a 0-255 luminance image) The way i understand luminance is that it is the hard limit between whitest white and blackest black(althoug...
- Mon Jan 05, 2009 7:33 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285005
- Mon Jan 05, 2009 7:07 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285005
- Mon Jan 05, 2009 6:43 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285005
finally got around to testing Bsnes WIP8. the good news is, unthrottled i get about 80fps average with the Chrono Trigger opening video.(low72, high95) When sync to audio is enabled i get an average of 57, almost playable, enabling 1 frameskip is enough to keep it constantly at 60. If i also enable ...
- Fri Jan 02, 2009 9:08 pm
- Forum: bsnes Dev Talk
- Topic: wip05 discussion
- Replies: 18
- Views: 39720
Ah, fixed irq.smc and nmi.smc ... wasn't queueing the very first DRAM refresh upon power-on. src/cpu/scpu/timing/timing.cpp:timing_reset(): status.dram_refresh_position = (cpu_version == 1) ? 530 : 538; delta.enqueue(EventDramRefresh, status.dram_refresh_position); //add this Did you update the wip?
- Fri Jan 02, 2009 8:59 pm
- Forum: bsnes Dev Talk
- Topic: wip05 discussion
- Replies: 18
- Views: 39720