Search found 157 matches
- Fri Dec 31, 2010 12:51 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
Re: Gambatte 0.4.1 released
Last I checked, latest public revision is r243 Sun Apr 4 16:17:40 2010 UTC. http://gambatte.svn.sourceforge.net/viewvc/gambatte?view=revision&revision=243 Both gambatte_sdl, and gambatte_qt build just fine here on Debian gcc version 4.4.5. That patch does nothing as gambatte_sdl.cpp already incl...
- Fri Nov 26, 2010 9:41 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
Re: Gambatte 0.4.1 released
I figured you'd be happy to hear that. I'd also like to welcome byuu to the direction of accurate, maintainable, and fast as fuck. Thanks for the news on that.
- Wed Nov 24, 2010 11:38 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
Re: Gambatte 0.4.1 released
They involve a more thoroughly reverse-engineered PPU than I'd thought feasible. And cleaner code.
- Sun Oct 31, 2010 10:56 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
Re: Gambatte 0.4.1 released
Not dead. Major rewrites going on.
- Tue Apr 27, 2010 8:51 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
Re: Gambatte 0.4.1 released
Probably because no one requested HuC3 support.Tallgeese wrote:Is there any particular reason this emulator flat out refuses to load any kind of Robopon GBC game?
And I mean any version. Moon, Star, Sun... English, Japanese? None load.
- Tue Feb 16, 2010 10:44 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
Before we move on to Part 3,I'd like to report a few DMG core bugs in the latest version of Gambatte: - The first three lines of the displayed image are flashing when a sprite touches them.A lot of games are affected. Beetlejuice extracted from bgb or the real hardware: http://stashbox.org/280685/b...
- Mon Feb 15, 2010 9:03 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
- Fri Jul 24, 2009 7:50 am
- Forum: Tech Talk
- Topic: grin's various stupids of doom [brains needed]
- Replies: 24
- Views: 12549
If you want speed, you should at least unroll it. unsigned log10(const uint_fast64_t in) { #define POW10M1_4(n) Pow10<n>::R - 1, Pow10<n+1>::R - 1, Pow10<n+2>::R - 1, Pow10<n+3>::R - 1 #define POW10M1_8(n) POW10M1_4(n), POW10M1_4(n+4) static const uint_fast64_t cmpt[] = { POW10M1_8(0), POW10M1_8(8),...
- Thu Jul 23, 2009 10:54 pm
- Forum: Tech Talk
- Topic: grin's various stupids of doom [brains needed]
- Replies: 24
- Views: 12549
slightly moar evil / less suck template<unsigned pow> struct Pow10 { enum { R = Pow10<pow-1>::R * 10ULL }; }; template<> struct Pow10<0> { enum { R = 1ULL }; }; unsigned log10(const uint_fast64_t in) { #define POW10M1_4(n) Pow10<n>::R - 1, Pow10<n+1>::R - 1, Pow10<n+2>::R - 1, Pow10<n+3>::R - 1 #def...
- Thu Jul 23, 2009 7:09 pm
- Forum: Tech Talk
- Topic: grin's various stupids of doom [brains needed]
- Replies: 24
- Views: 12549
bah template<unsigned pow> struct Pow10 { enum { R = Pow10<pow-1>::R * 10ULL }; }; template<> struct Pow10<0> { enum { R = 1ULL }; }; unsigned log10(const uint_fast64_t in) { #define POW10M1_4(n) Pow10<n>::R - 1, Pow10<n+1>::R - 1, Pow10<n+2>::R - 1, Pow10<n+3>::R - 1 #define POW10M1_8(n) POW10M1_4(...
- Tue May 05, 2009 3:21 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
About progress: I _have_ been able to do some basic DMG testing, which indicates that the DMG and CGB differ in a few core areas, but are otherwise very, very similar. Unfortunately a lot of my tests depend on some of that CGB-specific behavior, so they need to be reworked to be meaningful for the ...
- Sat Apr 25, 2009 7:12 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
- Sat Apr 18, 2009 9:26 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
sinamas: I think I found a bug. It happens on both my CGB and DMG-08. Many games get that when the sprite limit is exceeded. I actually had to hack the ROM image to get it to run on my flash cart, as it depends on MBC1 behavior that conflicts with the MBC5-ish behavior of my flash cart. About progr...
- Fri Apr 03, 2009 12:49 am
- Forum: Emulators
- Topic: SNES emulation speed
- Replies: 45
- Views: 27870
That's not generating it automatically, you're still explicitly instantiating all the combinations in the table declaration. However, with some additional setup you might be able to nest the instantiations at compile time and make the growth linear instead of exponential. If you can't do it cleanly...
- Sun Jan 11, 2009 1:19 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
New release . It contains a few important bug fixes, such as MBC2 ROMs not getting any SRAM in 0.4.0. It also contains some major audio/video timing improvements, as well as improvements and additions to platform-specific audio/video engines (particularly on win32). The verbose log: libgambatte: - ...
- Fri Jan 02, 2009 2:20 am
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54368
- Thu Jan 01, 2009 7:34 pm
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54368
Suppose you have N events, and that every time an event is executed it is rescheduled to execute after all the other events (but we don't know this, so we can't just stick it to the back of a FIFO). Then with a delta queue approach each event execution+rescheduling has O(N) complexity. Amortizing ov...
- Thu Jan 01, 2009 5:41 am
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54368
- Thu Jan 01, 2009 12:12 am
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54368
Ah, that brings up two problems for me: 1) you have to test each and every entry in the list when adding time (at least when its possible for those events to fire.) No idea what you're talking about here. Are you perhaps confusing a heap with something else? With a binary heap adding cycles would b...
- Wed Dec 31, 2008 2:07 am
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54368
- Tue Dec 30, 2008 10:35 pm
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54368
I use either a heap with absolute times or, if there is a very low number of fixed events, I just statically select the closest event linearly on changes, avoiding looping/indirection overhead (the low constant factor benefit outweighs the O(n) penalty for low n) but having to write the selection fu...
- Mon Dec 15, 2008 9:36 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 246471
- Mon Nov 10, 2008 1:19 pm
- Forum: bsnes Dev Talk
- Topic: New website layout; long, ranty political reflections
- Replies: 113
- Views: 164551
- Sun Nov 02, 2008 8:56 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086
only for a few months I don't know how many months it'll be. I've got other things to do with my time too, and it'll probably be a lot of work. There are more than 1500 test files in the hwtest directory at the minute, most of which I'll have to rework. And then, depending on the nature of the diff...
- Sat Nov 01, 2008 5:01 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 334086