Search found 32 matches

by burning shadow
Tue Mar 10, 2009 6:54 am
Forum: bsnes Dev Talk
Topic: Idea: bsnes logo contest
Replies: 414
Views: 276518

FitzRoy wrote:I think a professional would disagree with you guys.
I'm not a professional. I'm a consumer. And from my consumer's point of view, original was looking nicer, I liked italic style, font itself, and how it looked overall.
by burning shadow
Tue Mar 10, 2009 6:43 am
Forum: bsnes Dev Talk
Topic: Idea: bsnes logo contest
Replies: 414
Views: 276518

FirebrandX wrote:Nah, Fitz. Your other font entry looks much better I think.
I second that.
by burning shadow
Sat Mar 07, 2009 4:27 am
Forum: bsnes Dev Talk
Topic: Idea: bsnes logo contest
Replies: 414
Views: 276518

FitzRoy wrote:Image
Very nice one.
by burning shadow
Wed Feb 11, 2009 8:50 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

byuu wrote:I've decided to go ahead and keep developing hiro after all.
Yes! :twisted:
by burning shadow
Wed Jan 21, 2009 8:48 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

Funny thing, but in Russia, it was actually SNES, not Super Famicom.
by burning shadow
Wed Jan 21, 2009 8:08 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

creaothceann wrote:burning shadow:
Try "misc.show_advanced_options" set to true.
Oh. I see now. Still, I don't think it's a good idea to run PAL games at 60 Hz anyway. :roll:
by burning shadow
Wed Jan 21, 2009 7:47 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

Most PAL games could run on NTSC console and vice versa, but there is no option in bsnes allowing to force a PAL game to run at 60 fps. When I load a PAL game, it always runs at 50 fps. So, I find it weird that belegdol managed to run it at 60 fps.
by burning shadow
Wed Jan 21, 2009 7:23 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

it'd be a super famicom, and I don't suppose it's so much in the console but more something that your television would support. These days there is usually an option in your game software when you boot it up but it's the software more than the hardware as far as I understand. TV support is needed i...
by burning shadow
Wed Jan 21, 2009 6:57 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

adventure_of_link wrote:It's called PAL60, aka PAL-M. It almost mocks the NTSC spec.
Was there a SNES unit for that system? And bsnes can emulate it?
by burning shadow
Wed Jan 21, 2009 6:41 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

belegdol wrote:PAL game
belegdol wrote:60 Hz
Hmm...
by burning shadow
Mon Jan 19, 2009 10:01 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

byuu wrote:- ZIP archive w/DLLs included
This one, please... :)
by burning shadow
Sun Jan 18, 2009 11:54 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 262359

Thanks again for a new release! :) In this release, though, I'm really missing "default" button in configuration. There are some advanced settings that, I believe, may change in the future, and I would like to be able to set them to default without deleting entire config file and recreatin...
by burning shadow
Sun Jul 20, 2008 6:07 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.033 released
Replies: 227
Views: 97676

Very good job everyone! Thanks a lot! You are awesome! :)
by burning shadow
Sat Jun 07, 2008 12:19 pm
Forum: bsnes Dev Talk
Topic: Proposed new model of sound output
Replies: 88
Views: 40037

If you going to implement internal resampling, the best option would be to allow user to select desired sample rate and just resample everything to it.. Maybe this is exactly what you were planning, I'm not sure.. :) BTW, since you are going make some changes to audio configuration, maybe it's possi...
by burning shadow
Sun Apr 17, 2005 9:45 pm
Forum: Development
Topic: latest cvs compile error
Replies: 11
Views: 6722

Ok, I finally was able to compile latest cvs code with my good old msvc6 :) If someone ever need this, here's what should be changed in sources: jma\portable.h: replace "long long" with "__int64" win\winlink.cpp: replace volatile __int64 copymaskRB = 0x001FF800001FF800LL; volatil...
by burning shadow
Fri Jan 14, 2005 7:37 pm
Forum: Development
Topic: Latch timing
Replies: 192
Views: 124693

Also, this won't really fix any games. Maybe one or two stubborn ones. I would wager quite a bit that virtually no games in existance care about most of this stuff we're finding out. I guess you can write two cores. One will work in opcode-by-opcode mode, another in cycle-by-cycle. Why not? I'm dre...
by burning shadow
Fri Jan 14, 2005 7:30 pm
Forum: Development
Topic: Latch timing
Replies: 192
Views: 124693

zidanax wrote:Personally, I think it would be nice to have an emulator that's extemely accurate, even if it's so slow it won't play at full speed on my computer.
I absolutely agree.
by burning shadow
Thu Jan 06, 2005 6:45 pm
Forum: Development
Topic: Update on MinGW convertion project...
Replies: 37
Views: 21329

I compiled it using mingw, thanks god.. :) Just one thing I wanna ask, how to tell gcc where my dxsdk headers are without modifing the makefile?
by burning shadow
Wed Jan 05, 2005 10:03 pm
Forum: ZSNES Talk
Topic: JMA Compression
Replies: 168
Views: 106723

One small question.. What does "semi-solid" mean? :)
by burning shadow
Tue Jan 04, 2005 5:32 pm
Forum: Development
Topic: Update on MinGW convertion project...
Replies: 37
Views: 21329

So, is there a way to compile current zsnes source using MSVC6? With the latest service pack 6 I still get an error: cl /Ox /G6 /c /EHsc /D__WIN32__ /Fowin/winlink.obj win/winlink.cpp Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 12.00.8804 for 80x86 Copyright (C) Microsoft Corp 1984-1998. ...
by burning shadow
Mon Dec 27, 2004 9:27 am
Forum: Development
Topic: Update on MinGW convertion project...
Replies: 37
Views: 21329

Nach wrote:We weren't using C99 before. Look on MS's site for MSVC 6 updates.
Ok, I've installed the latest service pack from MS and tried to compile. I've got the same error.
by burning shadow
Sun Dec 26, 2004 8:33 pm
Forum: Development
Topic: Update on MinGW convertion project...
Replies: 37
Views: 21329

Nach wrote:We weren't using C99 before. Look on MS's site for MSVC 6 updates.
Thanks. I've found microsoft released new service pack. I'll try it later. :)
by burning shadow
Sun Dec 26, 2004 8:10 pm
Forum: Development
Topic: Update on MinGW convertion project...
Replies: 37
Views: 21329

Nach wrote:Correction, your unpatched MSVC is broken.
There were no problems with it before. Anyway, where can I get the patch?
by burning shadow
Sun Dec 26, 2004 4:53 pm
Forum: Development
Topic: Update on MinGW convertion project...
Replies: 37
Views: 21329

I have a lot of timing updates for MinGW and stuff that should also help towards the -O0 problem, but I'm not commiting it till ipher is back because I don't want to break MSVC. MSVC is already broken. At least MSVC6. cl /Ox /G6 /c /EHsc /D__WIN32__ /Fowin/winlink.obj win/winlink.cpp Microsoft (R) ...
by burning shadow
Fri Dec 17, 2004 5:43 pm
Forum: Development
Topic: Update on MinGW convertion project...
Replies: 37
Views: 21329

May I ask for a short FAQ on how to compile zsnes using mingw? What tools are needed exept mingw itself? Coz with last changes zsnes doesn't compile neither with mingw nor with MSVC6. :(