Search found 347 matches

by Verdauga Greeneyes
Mon Mar 24, 2008 4:45 pm
Forum: bsnes Dev Talk
Topic: bsnes v030 released
Replies: 150
Views: 62176

FitzRoy wrote:So... nvidia's drivers hate the rgb888 conversion?
Only on a Core 2 Duo, it seems.. atleast, my desktop has a GF6600 and an Athlon 64 X2, and it's fine.
by Verdauga Greeneyes
Mon Mar 24, 2008 4:34 pm
Forum: bsnes Dev Talk
Topic: bsnes v030 released
Replies: 150
Views: 62176

Huh, that's odd. I'm already using 32-bit colour.. My laptop's graphics card is a GeForce Go 7700 with 512MiB RAM, which is still one of the faster ones around. (although I doubt it can compare to an 8xxx series card)
by Verdauga Greeneyes
Mon Mar 24, 2008 4:00 pm
Forum: bsnes Dev Talk
Topic: bsnes v030 released
Replies: 150
Views: 62176

Yep, same result on my laptop. For the record, 0.030 is about 2 fps slower than 0.028 WIP 3.

Edit: oh, and whatever's causing our Core 2 Duos to crash on 05 and 08 isn't happening on my Athlon 64.. but like you said, it doesn't really matter.
by Verdauga Greeneyes
Mon Mar 24, 2008 3:14 pm
Forum: bsnes Dev Talk
Topic: bsnes v030 released
Replies: 150
Views: 62176

A binary search may be fast enough at this point ;) We already know the change happened before (or in) WIP10.
by Verdauga Greeneyes
Mon Mar 24, 2008 2:35 pm
Forum: bsnes Dev Talk
Topic: bsnes v030 released
Replies: 150
Views: 62176

Looked at v028, it uses the new libco, so it was some other change. I don't have the hosting space to post every WIP, so let's figure it out in log N then. http://byuu.cinnamonpirate.com/temp/bsnes_v028_wip10.zip Does this version run at the speed of v028 or v029 for you? My Core 2 Duo laptop (whic...
by Verdauga Greeneyes
Mon Mar 24, 2008 2:25 pm
Forum: bsnes General Discussion
Topic: The unofficial BSNES pixel shader thread
Replies: 157
Views: 148459

I've done ARB shader programs before, so I should be able to figure it out - need some time to read the reference pages though.
by Verdauga Greeneyes
Mon Mar 24, 2008 1:46 pm
Forum: bsnes General Discussion
Topic: The unofficial BSNES pixel shader thread
Replies: 157
Views: 148459

Just a note, you can do Shader Model 1.4 shaders :P Aah, so that's the version I was looking for :P I tried 1.0, 1.1, 1.2 and 1.3.. I guess it only matters for the simplest of shaders, though. Should I make my scanline shader use PS 1.4? Edit: by the way, do you think it would be possible to add de...
by Verdauga Greeneyes
Mon Mar 24, 2008 1:38 pm
Forum: bsnes General Discussion
Topic: The unofficial BSNES pixel shader thread
Replies: 157
Views: 148459

The only difference between a shader and a normal filter is that a shaders are computed using your graphics card's shading units rather than your CPU. This means you need a graphics card that supports shader version 1.4 or higher to use them. The advantage is, of course, to offload the task of filte...
by Verdauga Greeneyes
Mon Mar 24, 2008 3:30 am
Forum: bsnes Dev Talk
Topic: bsnes v030 released
Replies: 150
Views: 62176

Re: bsnes v030 released

I didn't want to release a new version so soon, however there is a rather serious bug in bsnes v029 where the path information for the save RAM files is discarded when one has not selected a default save RAM / cheat path from the path settings tab in the configuration settings window. Because of th...
by Verdauga Greeneyes
Sat Mar 22, 2008 8:48 pm
Forum: bsnes Dev Talk
Topic: "New" S-DSP core
Replies: 23
Views: 13890

Re: "New" S-DSP core

Going to keep working at it -- wanted to get it working now, so that finding regressions will be easier. I want to remove the double writes for the ring buffer, make a decision on whether I want to rely on sign extension, or use sclip<> for that, implement a compile-time option to bypass libco (wil...
by Verdauga Greeneyes
Mon Mar 03, 2008 5:34 am
Forum: Emulators
Topic: Regen for Linux and Windows
Replies: 993
Views: 417866

Anything newer than, I dunno, 1997? should support 32-bits. I recently got my grandfather a 22" inch monitor for his birthday and got it to work at its native resolution on a Voodoo 3 ;) (took some driver inf file editing, but it works perfectly) So your problem is either with the display drive...
by Verdauga Greeneyes
Wed Jan 23, 2008 3:53 pm
Forum: Development
Topic: Multithreaded emulator state saving
Replies: 35
Views: 22284

I have to agree.. I'm not one to judge quickly, but atleast cough up some pseudo-code in whatever syntax seems natural to you, or there's nothing to work with.
by Verdauga Greeneyes
Mon Nov 12, 2007 10:09 pm
Forum: Emulators
Topic: pSX emulator v1.13 released!
Replies: 257
Views: 242309

If the author has any interest in doing so (as I imagine it would be a big time investment) perhaps he could implement OpenGL2 with custom shader support. There are a lot of shaders already available for Pete's OGL2 plugin for ePSXe, and they're pretty easy to customise. Probably wouldn't lead to a ...
by Verdauga Greeneyes
Sat Nov 03, 2007 10:33 pm
Forum: Emulators
Topic: Snes9x 1.51 SPU issues
Replies: 20
Views: 10304

The latest driver for your card is 1.80 (5.10.0.5497). If it won't let you install it check the manual.
by Verdauga Greeneyes
Mon Sep 24, 2007 12:36 pm
Forum: Emulators
Topic: Virtuanes 0.97 released !
Replies: 15
Views: 8372

Remarkable that the 2xSai bug is also present in VirtuaNES like it was in ZSNES (right line and bottom line are corrupt). And yes, I realize this could be a bug in the filter itself. In any case, inputting the palette that NEStopia uses into VirtuaNES, and the emulator pretty much matches my experi...
by Verdauga Greeneyes
Mon Sep 10, 2007 10:28 am
Forum: Emulators
Topic: SNESAmp 3.34 Released!
Replies: 22
Views: 17213

Hmm, unless the author has worked directly with blargg and failed to mention it, I doubt SNESAmp has sub-sample accuracy. It would be nice if it did, considering the amount of features it has (and its popularity as an SPC player) but whether humans can tell the difference is up for debate. Perhaps a...
by Verdauga Greeneyes
Wed Jun 20, 2007 11:38 am
Forum: Tech Talk
Topic: "Savestates" using hibernate+HD ghosting in XP...
Replies: 10
Views: 4381

Now that you mention it, ArtMoney is able to make memory dump 'save states' and restore them. Only the Pro version though, I think.
by Verdauga Greeneyes
Thu Mar 15, 2007 8:04 pm
Forum: Emulators
Topic: What's going on with kode54's VBA builds?
Replies: 13
Views: 8992

Isn't she talking about Edgar in the first quote? (that is, wouldn't she say something like "An ordinary girl might find him attractive."?)
by Verdauga Greeneyes
Wed Mar 15, 2006 7:59 pm
Forum: Development
Topic: SNES NTSC Composite Video Filter
Replies: 280
Views: 223463

Blargg, do you currently have plans for a PAL filter (that would also work on 60 Hz), given that you can gather enough information? I'm sure all us PAL people would really appreciate that. (I know I would!)
by Verdauga Greeneyes
Tue Mar 07, 2006 5:35 pm
Forum: Development
Topic: SNES NTSC Composite Video Filter
Replies: 280
Views: 223463

The verticle scanlines are just the blue subpixels, I think, though there are tiny gaps in between the pixels as well of course and I can see those. But no detectable horizontal scanlines.
by Verdauga Greeneyes
Tue Mar 07, 2006 10:40 am
Forum: Development
Topic: 96000HZ audio impliementation code submission.
Replies: 128
Views: 70665

The Audigy 4 has -nothing- over the Audigy 2 ZS except for a higher SNR; I dunno about the Audigy 2 though.
by Verdauga Greeneyes
Tue Mar 07, 2006 10:36 am
Forum: Development
Topic: SNES NTSC Composite Video Filter
Replies: 280
Views: 223463

Re: pal version

Yes there is. All lines are closer together because they squeezed an extra 100 lines in there. But there are always scanlines because the system uses the even lines only. Look closer. You could be right, but I really can't see them on this particular TV; either that or they're only half or less the...