* The number of games displayed in the menu is now customizable. See menu_columns option in nemulator.ini.
* Widescreen/fullscreen aspect ratio is selectable via app.widescreen option in nemulator.ini.
* Fixed bug that could cause nemulator to hang while exiting.
1. I can't get any sound with this emulator (using a SB Audigy2 ZS with the latest kX drivers [in stereo mode]). I tested some older versions as well, same problem. nemulator is the only app/emulator with this issue. Everything else I've tried (every emulator, media player, game and app) works perfectly.
- What API does nemulator use for sound output?
- Is nemulator using some kind of quirky surround or true mono (instead of dual mono) output mode?
2. Is there any way to prevent nemulator from pausing the emulation when the window loses focus?
got it (and thanks -- glad to hear you like the design)
I don't see the point of every single emu going cycle accuhurtz for the hell of it, because someone else does it.
90-some% of games run fine without that level of accuracy so, yeah, I kind of agree with this. That said, there are some games that a) don't suck and b) require that level of accuracy (Battletoads comes to mind). From my perspective, getting those to work is rewarding.
And cycle accurate does not need to be terribly expensive. Each component need only synchronize when accessing other components, and access times can be timestamp offset, rather than requiring every component simulate exactly one cycle at a time. Plus, in some cases, you can optimize for speed instead of accuracy in places where it won't affect the actual simulated software. For instance, a PPU which is cycle accurate on the register level, but only renders whole scanlines, like QuickNES.
I get the scanlines request (and will add it... actually, it's already done, just unreleased), but IMO, nearest neighbor filtering looks like crap -- just curious why you'd want that. Do you prefer the look, or is there some other reason?
BTW, I forgot to mention it in the release notes, but this version also uses an improved upscaling algorithm. It's bilinear, but tweaked to preserve edge detail better. In a future version, I'll add the ability to switch between shaders which should make it easier to compare.
-james- wrote:IMO, nearest neighbor filtering looks like crap -- just curious why you'd want that. Do you prefer the look, or is there some other reason?
- It looks much better on a CRT monitor or CRT TV
- On an LCD display, bilinear filtering washes out the colors
- Nearest neighbor looks great when combined with a scanline shader / filter
There is an input problem with the latest version of nemulator :
When using an XBOX360 joypad (or XBOX360 compatible USB PC joypad), the down-left diagonal of the D-PAD does not work. What's really strange is that all four diagonals work only if you use the analog stick (try it for example with a shoot-em-up game)
And why are turbo buttons in nemulator acting like toggle switches? (the standard Japanese Famicom controller has separate 'Turbo A' and 'Turbo B' buttons above the normal buttons)
Last edited by emudoggie on Wed Jan 11, 2012 3:19 pm, edited 3 times in total.
Nope. Those values didn't solve the problem (still the same issue as before)
I tried nemulator on several PCs running different flavors of Windows 7 with a variety of new and old (non XInput compatible) gamepads and still got the exact same input problem.
Really odd since the D-PAD works perfectly in other NES emulators (such as bsnes* and Nestopia)
* it's also a NES and GameBoy/Color emulator
Last edited by emudoggie on Wed Jan 11, 2012 3:23 pm, edited 3 times in total.
But there's still a minor annoyance - I can't use the gamepad diagonals to browse through the game selection UI. Is that intentional (another personal preference) ?
Last edited by emudoggie on Wed Jan 11, 2012 4:11 pm, edited 1 time in total.