Search found 347 matches

by Verdauga Greeneyes
Thu Feb 05, 2009 3:01 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

There was a slight delay there. ... Yes, I can work around this! Add a first-run boolean and validate the command-line path is valid, or separate cart load from SNES init so I can load, setup GUI then start, etc etc. It's just annoying, not sure if it's worth the effort to hide the menubar 2ms soon...
by Verdauga Greeneyes
Wed Feb 04, 2009 5:04 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

If you're going to have it, it should probably just be for any game. What's the difference between closing the emulator on the last stage of Space Megaforce and an hour after your last save in FFVI? I agree. 4:3 is really the only other ratio people might want ... put 116 for X and 100 for Y. Easie...
by Verdauga Greeneyes
Wed Feb 04, 2009 2:38 pm
Forum: bsnes General Discussion
Topic: Super Gameboy and Gameboy
Replies: 29
Views: 43085

FirebrandX wrote:Now don't get any ideas about that, byuu :P
If anything I think byuu would be offended at the very suggestion ;) He feels very strongly about this.
by Verdauga Greeneyes
Tue Feb 03, 2009 5:25 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

I see, so the option box isn't really necessary, just the capacity to set the mode from the command line. I suppose so, if that is what it was. If whoever requested it didn't want to load games from the command line, disabling the menu by default in full screen mode makes the option a bit useless a...
by Verdauga Greeneyes
Tue Feb 03, 2009 4:01 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

FitzRoy wrote:And I can't remember what the point of starting in fullscreen was, it doesn't avoid a toggle or anything... someone remind me.
I think someone wanted it to load games from the command line and have them start in full screen.
by Verdauga Greeneyes
Tue Feb 03, 2009 1:56 am
Forum: bsnes General Discussion
Topic: A furious magician
Replies: 41
Views: 44437

if you altered Vista or Windows 7 to refer to the disc for drivers and stuff instead of your hard drive, then I'm pretty sure Vista and Windows 7 will consume notably less hard drive space. Windows 98 consumed like 150mb without drivers and 600mb~ with the drivers copied off the install disc. True,...
by Verdauga Greeneyes
Mon Feb 02, 2009 10:07 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

Seems like there's a good case for day-to-day use, and if you really want to do some quick testing with multiple builds of bsnes chances are you can find the option to turn it back on. Add it, default to on :)
by Verdauga Greeneyes
Mon Feb 02, 2009 5:51 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

To address (b), you'd need to covertly create a "lastevent" file being updated every second during gameplay behind the scenes. It would probably be easier to save the state every time the user loads a savestate. And I think you should keep both these backup savestates in RAM rather than m...
by Verdauga Greeneyes
Mon Feb 02, 2009 5:41 pm
Forum: bsnes General Discussion
Topic: A furious magician
Replies: 41
Views: 44437

Even with slightly less compatibility you could offer it as an option. Then when you begin work on the new PPU you'll have three options: high system requirements, low system requirements, insane system requirements. (although it would be nice if you could get the new PPU to run in realtime, I'm not...
by Verdauga Greeneyes
Sun Feb 01, 2009 3:37 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

While we're on the subject, how about an 'undo' button for when you accidentally load a savestate? ;)
by Verdauga Greeneyes
Sun Feb 01, 2009 3:36 pm
Forum: bsnes General Discussion
Topic: The most CPU intensive SNES game / part / effect ever
Replies: 27
Views: 40150

Re: The most CPU intensive SNES game / part / effect ever

I just retested the CT intro on my newer box and the framerate doesn't drop during the distortion effect (65-69fps) but takes a major hit during the overworld future map. (drops to 45) The distortion thing has been improved via caching like byuu mentioned. I didn't know about the 2300 AD map though...
by Verdauga Greeneyes
Fri Jan 30, 2009 2:13 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

Mmmhm byuu, I guess that puts the nail in the coffin for my development ideas. Since people can rant on about how thier software filters are evil, I cannot begin to fathom the absolute outroar if I go ahead and instead rewrite the filter system to operate entirely on the GPU. Sad (considering hardw...
by Verdauga Greeneyes
Wed Jan 28, 2009 3:24 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

IMO it's the filter job to define the maximum scales allowed. Now that -is- a good idea. It should be a simple matter to hardcode a setting in each filter that says what kinds of scaling factors they can be applied on. i.e. 0 for floating point, 1 for integer, 2 for multiples-of-two and so on. Then...
by Verdauga Greeneyes
Tue Jan 27, 2009 10:55 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

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...
by Verdauga Greeneyes
Tue Jan 27, 2009 9:36 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

I will make it to 100 releases, and I don't want to exceed v1.0. I consider v1.0 to be special ... either a final release, or perfect emulation. We don't want the former, and we can't have the latter. I know you guys don't mind if we get up to version 13.67, but I do. I'm not going to try and chang...
by Verdauga Greeneyes
Sun Jan 25, 2009 2:39 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

creaothceann wrote:The "enabled" in the cheat code editor heading is not really necessary, is it? Makes the colun needlessly big.
I agree. The checkboxes are self-explanatory. Other than that, I think the editor looks good.
by Verdauga Greeneyes
Wed Jan 21, 2009 6:35 pm
Forum: bsnes General Discussion
Topic: Few requests
Replies: 5
Views: 15035

Re: Few requests

Fras wrote:
Yar-Tour wrote:3) I think that pausing emulation from menu item is a very useful thing
I was wondering about this recently. Byuu, could you make the Pause key pause emulation like in snes9x?
by Verdauga Greeneyes
Wed Jan 21, 2009 3:39 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

I got mine with Yoshi's Island in Australia. Considering I was like 8 and my parents didn't know anything about NTSC or PAL either, I was very lucky.
by Verdauga Greeneyes
Tue Jan 20, 2009 11:20 pm
Forum: bsnes General Discussion
Topic: The most CPU intensive SNES game / part / effect ever
Replies: 27
Views: 40150

creaothceann wrote:Frame rate.
You're right, I don't know where my head was then. Uncapped frame rate.
by Verdauga Greeneyes
Tue Jan 20, 2009 9:30 pm
Forum: bsnes General Discussion
Topic: The most CPU intensive SNES game / part / effect ever
Replies: 27
Views: 40150

As blargg said most games probably put 100% load on the SNES CPU, even if the only thing it's doing is waiting for the next frame in a tight loop. I think what we're measuring here is (or should be) CPU load in task manager (or some other (more accurate?) measuring tool.. I dunno what Linux uses). S...
by Verdauga Greeneyes
Tue Jan 20, 2009 3:25 pm
Forum: bsnes Dev Talk
Topic: How other people should write their software
Replies: 82
Views: 126572

Oh, right. No edits.

This may or may not change in future processor architectures, however the current mindset seems to be that if you need that many context switches per second, 'you're doing it wrong' (ignoring bsnes' admittedly niche situation) so don't hold your breath.
by Verdauga Greeneyes
Tue Jan 20, 2009 3:22 pm
Forum: bsnes Dev Talk
Topic: How other people should write their software
Replies: 82
Views: 126572

BSNES should scale well on multi-core processors. bsnes uses libco for multithreading due to the amount of context (thread) switches it needs to do every second. Switching between and synchronizing to a different physical processor core is a relatively slow process, which would negate the advantage...
by Verdauga Greeneyes
Tue Jan 20, 2009 5:47 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 269328

Basically it queues all the timed events, but tests IRQs every -second- clock (it was testing it every single clock before which is the cause for the speedup), rather than range testing them when necessary. I've realised I don't understand the 'range testing' enough to make it happen, but it would e...
by Verdauga Greeneyes
Sat Jan 17, 2009 11:19 pm
Forum: bsnes Dev Talk
Topic: Gamma correction details
Replies: 4
Views: 21095

Thanks for your post, it clears up a lot of things. I'm still uncertain about a few things, but I'm not really sure what I want to ask. I'll have a look at those sources, too.
by Verdauga Greeneyes
Wed Jan 14, 2009 4:35 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.038 released
Replies: 407
Views: 251401

The question for the SNES is what gamma it applies when encoding composite and s-video outputs (and perhaps RGB). If it uses none, then proper conversion to the linear RGB values of the light leaving the display's surface requires applying a 2.5 gamma. If the SNES uses 0.5, then conversion requires...