View Full Version : SVN repository for Virtual Jaguar
Ricardo99
May 26th, 2012, 20:27
Well, I can update on Geormetal's psoting about Wolfenstein. It doesn't hang on my system, it plays almost perfectly, there is just no sound so maybe you have a bad ROM dump? Or did it work on earlier release?
btw Shamus, I appreciate it's early days, I find no perfomance increase in audio now that Jerry is in it's own thread, Was there any noticeable under Linux, I'm on Win7 here, just incase there is an issue with Win7.......
geormetal
May 28th, 2012, 03:26
I can't use virtual jaguar SVN r420. I kept getting an error message that says "The procedure entry point ?begin@QListData@@QBEPAPAXXZ could not be located in the dynamic link library QtCore4.dll". This is preventing me fron using this latest build. Please fix this in order for me to do further testing.
Shamus
May 28th, 2012, 04:53
The sound issue on Wolfenstein is known, and was solved with the pipelined version of the DSP. The only problem with it is that it's very, very slow. :) The code is still there, but it's disabled currently.
The new threaded model should increase performance on multi-core machines, on uniprocessor machines, you won't see much improvement. At least not until some optimizations are done. ;) But the gains on multi-core are pretty significant and the ultimate goal is that all the Jaguar subsystems will run in their own independent threads.
@geormetal: Are you using the EmuCR build? If so, you might want to try this (http://shamusworld.gotdns.org/dodgy/vj-r419.zip) instead. It's r419, but really it's the same as r420 as all the changes from 419 to 420 where purely in Makefiles. :thumb:
Ricardo99
May 28th, 2012, 18:19
holy...well you get the idea!
Now, I do have a core2duo @2.66GHz so multithread works perfectly. But saw no difference in 418 so I wonder if it compiled incorrectly on here. Have had that trouble before when it hadn't updated the src files because of an oversight on my behalf making the autoscript.
Just compiled r420 and the audio is perfect!!! Well ok, maybe not perfect but it's bloody close!
Nice work Mr. Shamus!!...again......as ever......
Seems to have slowed down the visuals a lot, but I guess that's to be expected until "the next bit" is threaded.
Have to say mate, the difference for me between r418 and r420, on this machine at least, is stunning. A few of the gfx glitches I noticed I as getting at AvP startup have gone, the gfx are completely clear if running a little slow at about 60% of full speed I would say.I used to get lines of shearing whilst the title was flashed into place, though I accept that could well have been a driver problem on here.
But, given that the audio is now full speed and clear just goes to show how much work have been doing here.
In danger of causing you to suffer from severe HeadSwell, you Sir are an absolute star!
@geormetal what I had to do was copy that file and a couple of others it asked for over from the folder in msys into the VJ root folder, then it started perfectly.
If you don't want to go digging around for them, you can get all 3 files I needed from this link http://rich.eq2.co.uk//vj/QT.rar
Assuming ofc that you are using some variant of Win32....
Regards, Richard
PS: Just tried Tempest2000 and Wolf3d (for giggles) and T2000 has almost come to a complete standstill, less than 5 FPS and Wolf3d wouldn't even start. Both ramp my CPU to 100% usage
zombie_ryushu
June 18th, 2012, 15:30
$ make
*** Preparing to compile Virtual Jaguar...
*** Making Customized UAE 68K Core...
make[1]: Entering directory `/home/masterz/testing/BUILD/trunk/src/m68000'
*** Compiling build68k.c...
gcc: error: : No such file or directory
make[1]: *** [obj/build68k] Error 1
make[1]: Leaving directory `/home/masterz/testing/BUILD/trunk/src/m68000'
Shamus
June 20th, 2012, 04:16
Try r422. :)
zombie_ryushu
June 20th, 2012, 15:05
Freezes with and without bios enabled.
Doom creates an illegal operation error.
alfman
June 20th, 2012, 16:29
Aliens vs Predator - Sound & GFX ok > but slow Gameplay
Cannonfodder - Sound & GFX ok > Smooth Gameplay
Kasumi Ninja - Sound & GFX ok > Smooth Gameplay
DOOM - Crashing before Ingame :(
Pinball Fantasies > Sound bad & GFX ok > Smooth Gameplay
Pitfall - The Mayan Adventure - Sound & GFX ok > Smooth Gameplay
Tempest 2000 - Sound & GFX ok > Some dissorted Sound but after finally Ingame Smooth
Gameplay
Wolfenstein 3D - Crashing before Ingame :(
Tested with Virtual Jaguar SVN r422
My System :
Windows XP Pro SP3 - 32-Bit
Intel Core 2 Duo E8400 (2x3Ghz)
4 GB RAM
Nvidia 9800 GT 512 MB DDR3 RAM
Keep up the good Work :)
clobber
June 20th, 2012, 19:20
Try r422. :)
Shamus, can I get you interested in the libretro (http://www.libretro.org/) project? Dropped you a PM with details :)
Lowkey Loki
June 25th, 2012, 15:24
How about getting the DSP and GPU code from MAME?
Shamus
June 27th, 2012, 04:25
It's been done already, and it's call MESS. Which project has better compatibility is left as an exercise for the reader. :thumb:
akaTONE
July 23rd, 2012, 23:41
Howdy, I originally got interested in this project to be able to play AvP again. Unfortunately, the DSP emulation was a bit of an issue since it was choppy as could be. I worked on simplifying and speeding up the DSP emulator itself but the real problem was the model of emulating the entire system was incompatible with the AvP usage. The DSP will generate the audio and fill up the output buffers once an interrupt signal is sent to it. The problem is that the interrupt comes from a timer set by the CPU and the signals get out of sync due to each processor moving in large chunks of time and causing massive skew in when the signals are sent/received relative to each other. The DSP emulator will spin its wheels for thousands of cycles checking for whether the interrupt mode was been triggered and use up its time slice of emulation. This causes the DSP emulation to not update the audio out buffers and we get the skipping sound from the output. Anyway, the question I have is, how does the multi-threaded model help this? I'm wanting to get back to this project and actually submit the DSP changes I have. Is the number of cycles emulated per time slice still hard coded globally or can it be changed per game? This could reduce the skew enough to get AvP sound running acceptably. I'll start looking over the latest code in Git to see where things are now.
Shamus
July 24th, 2012, 14:29
Try the latest GIT build from here (http://outrage.the-crow.co.uk/builds/) and see how it goes. Currently the latest is 20120717.
To answer your question, mutli-threaded execution helps in mostly with modern multicore machines--without it, it saturates a single core and doesn't run as well as it could. As a simple way to optimize things, it's a big win there. Not so much on single core machines. ;) And yes, depending on whether the emulated Jaguar is in NTSC mode vs. PAL mode, the DSP gets a fixed amount of time just like on a real machine.
Also, all games pretty much drive the DSP the same way that you described; the solution isn't game specific patches but fixing the emulation so that the delay involved is minimized.
Just to be clear about patches: When we inherited the codebase from Mr. Raingeard, it was full of game specific hacks and we removed ALL of them. They will not reappear in any form. :)
That said, the DSP emulation needs some correction as it's still not 100% correct. Anything that pushes the DSP in that direction will be gratefully welcomed. :thumb:
zombie_ryushu
July 26th, 2012, 07:51
If you try and load a cartridge the emulator will crash. (with a Segfault.)
Doom causes 100% CPU use and looping illegal operation gliches.
Attack of the mutant Penguins results in black screen.
DarkFalzX
August 14th, 2012, 19:46
Getting serious performance issues:
Intel Core 2 Quad Q6600 2.4GHz
8GB RAM
NVIDIA GeForce 9600GT
running W7 64-bit
Only the simplest (68k-only?) 2D games appear to run at full speed. The rest lag badly, and experience badly fractured sound.
Here are some games I tried:
Towers II - Works, but isn't playable due to screen flickering on and off. Slow.
Zero 5 - Fully playable. No problems discovered.
Doom - works fine, but the image isn't stretched full screen.
Fight For Life - the menus are excruciatingly slow, causing what appears to be 100% CPU load. If you can get past them - the game is actually sort of playable... well - as playable as Fight for Life ever was anyway.
Iron Soldier 2 - Music sounds glitched up. The game gets as far as the main menu, then after about a second the screen goes dark whether you do anything or not.
Total Carnage - Works fine. No noticeable glitches.
Soccer Kid - Works great. No noticeable glitches. Extremely fast.
Sky Hammer - Graphical glitches. Isn't playable as there seems to be some kind of a collision glitch at the very beginning of the game, so you can't move, though the game appears to keep running.
Battle Sphere Gold - In all modes - black screen once you get to the actual gameplay.
Phaser Zero - Screen flicker in-game, and graphical glitches on far objects.
Shamus
August 16th, 2012, 14:51
Thanks for the report! :thumb:
NGboo
August 20th, 2012, 10:07
Ultra Vortek is still not working - goes black after copyright screen.
Predatux
August 23rd, 2012, 20:28
Hi, Shamus. I'm trying compile in Ubuntu 12.04 32 bits, but i have this error:
/usr/bin/ld: skipping incompatible obj/libjaguarcore.a when searching for -ljaguarcore
/usr/bin/ld: cannot find -ljaguarcore
/usr/bin/ld: skipping incompatible obj/libm68k.a when searching for -lm68k
/usr/bin/ld: cannot find -lm68k
collect2: ld devolvió el estado de salida 1
make[1]: *** [virtualjaguar] Error 1
make[1]: se sale del directorio «/media/Terabito/Git's/virtualjaguar»
make: *** [virtualjaguar] Error 2
I think all dependencies are installed... can you help, please?
Shamus
August 24th, 2012, 15:09
Did you do a "make clean" before running "make"? It sounds like there are some stale objects that it's trying to link against from a previous compile attempt. :)
akaTONE
August 27th, 2012, 05:54
Evening again. What I was trying to say was that no matter how fast you make the DSP emulator itself, the current way in which the entire system is emulated is what is causing stutter in many games. Rather than emulating in chunks of a horizontal scanlines of the blitter which was around 1700 dsp cycles and 850 for the 68000, the emulator needs to do much finer granularity timeslices. For AvP, the 68K is the one that sets the timer for the DSP to un-stall and fill out another chunk of the sound buffer. If the CPU fires an interrupt to the DSP, that won't be picked up for 1700 emulated cycles because the timer based "timeslice" determination will not take into account the CPU setting the timer at emulated cycle 1 of its timeslice of 850 cycles until the next iteration of the loop. Multithreading will not make this any better. It could hurt perf by having to synchronize threads far too often for any tangible benefit to be seen. For accuracy, a single bus cycle should be emulated for every processor before progressing. However, that's probably overkill for many games. But, that should be the granularity mechanism, a much smaller fixed amount not based on scan out rates, but on the bus cycles.
Since it appears that the code for TOM is based on performing an entire scanline at a time, what if the 68K, DSP, gpu were added to the event list with the callback set for 32 bus cycles? That would reduce the skew to a much smaller and much less likely to spin its wheels amount since a timer could only be missed for 32 * whatever the bus multiplier is for the DSP cycles.
Shamus
August 27th, 2012, 16:36
Have you tried the latest multithreaded version on a multicore machine? The audio in AvP doesn't stutter at all.
If you're experiencing stuttering, then it's because you're using the single threaded version of VJ and it definitely happens as a direct result of the speed of the emulation. On most modern computers (multicore or not), the single threaded version of VJ is going to saturate a single core; unless that single core is in the neighborhood of 3.5+ GHz, it's going to have stuttering sound because the emulation is going to fall behind the host audio IRQ and thus the host audio's sound card buffers will be starved.
Multithread in this case is a huge win in this case because on a multicore machine the DSP will usually get its own core and the rest of the emulator will get its own. Separating out the rest will only help things in this regard. Synchronization could be problematic until you realize that this is how a real Jaguar works. Any synchronization issues would have to be dealt with by the software running on the Jaguar anyway. The biggest problem that VJ doesn't address at all right now is bus contention, and that will probably necessitate finer grained execution.
I know of no games where the DSP is driven by the 68K--the 68K might trigger samples or set a MOD going, but once that sample is triggered or the MOD is started it is the DSP that does all the work from then on, and it doesn't matter what the other processors do or what the execution timeslice is. The DSP sits in an idle loop a lot of the time because the DSP is waiting for the next IRQ, not because it's waiting for a signal from the 68K to do more work.
That said, anything can drive the audio in a real Jaguar; even the 68K can do it, though it would make no sense to do so when there is a RISC processor dedicated to that purpose (the DSP).
akaTONE
August 27th, 2012, 20:07
I haven't tried the latest multithreaded with AvP yet. I've been bogged down with work and have been less than enthusiastic about spending any more time on the computer afterwards. :(
Anyways, I may be recalling this incorrectly, but I thought that the 68K was setting the timer to send an interrupt to the DSP. Even after optimizing and reversing the pipeline flow logic to reduce the number of NOPs/stalls being inserted, it was still spinning in the small 4 instruction loop to determine if the DSP had entered interrupt mode. This may also have been before the timer/callback based system so there may be some change for this that I'm missing which plays into this logic that removes the delay. Hopefully soon I will get around to setting up my dev machine again for vj and give it a shot.
Cheers
Predatux
August 28th, 2012, 11:23
Did you do a "make clean" before running "make"? It sounds like there are some stale objects that it's trying to link against from a previous compile attempt. :)
Solved ;)
Thanks a lot.
One thing, the emulator has audio?
Regards
Shamus
August 28th, 2012, 23:35
Short answer is yes: if you go into Help | Contents... while VJ is running you should find all your questions answered in there. Unfortunately it's only in English at the moment... ;)
zombie_ryushu
January 17th, 2013, 15:13
Any news on a VJ release? It's 2013,
Shamus
January 23rd, 2013, 21:30
Yes, it should be coming soon as the major stuff (full screen, gamepad input) has been written. Still a few minor things to fix though. I'm hoping in the next few weeks. :)
zombie_ryushu
January 24th, 2013, 00:30
Make sure it is well understood, this emulator will be running on some low power devices, such as an ASUS Ion 3, which while having x86_64 support, is very underpowered. I'm hoping that VJ does not require an obscene amount of GPU and CPU power to run at full speed, and can manage 2 GB of RAM well. Addditionally, I hope that as many different functions of the emulator are Game Pad Assignable, (Exit with home button, for example.
Shamus
February 4th, 2013, 14:44
OK everyone, latest release for win32 is on http://outrage.the-crow.co.uk/builds/ (the one with the latest date on it). Please test and report any problems you find here. Thanks! :thumb:
Known regressions: Cybermorph, Doom, Flip Out!, Wolfenstein 3D. We know about these, and they don't need to be reported here. :)
TheUMan
February 4th, 2013, 21:37
Any chance to get a Mac OS X build ?
I want to test this :-)
Shamus
February 5th, 2013, 01:31
Well, according to goldenegg, there seems to be some problem with native Mac port, and I haven't been able to help him pinpoint it. In short, it works, but worse than the win32 port running through Parallels on the same machine. :(
greatxerox
February 6th, 2013, 22:14
Hello shamus !
it makes so long time i was waiting about virtual jaguar ! it's really nice the project continues after all these years :)
i'd like to report a problem, i use a PSX pad plugged on the PC using an USB adapter. there was no problem with all emulators excepted virtual jaguar. i can configure the pad on the virutal jaguar GUI but, strangely, the buttons don't respond when i launch a game.
it's like the pad wasn't connected. Very strange.
More of that, i pointed the no-intro folder "Atari - Jaguar (20120223)". it's ok but if in the game selection, is that possible to have some preview snapshots for the games ? (like Winkawas or FBA). It should be nice to add a "./previews" or "./snaps" in the GUI with a little downloadable preview snap packs. :) (a lot of existing snapshot collections exists for Atari jaguar, no need to create some new pics)
Thanks for all & keep going !
Mclane
February 7th, 2013, 18:20
Hi Shamus, do the bios files need a special name and do they go in the software dir?
Thanks
zombie_ryushu
February 7th, 2013, 18:28
I just tried this on my Mame Console. Attack of the Mutant Penguins locks up when you start the game.
Shoegazer
February 8th, 2013, 00:31
Hello Shamus, just tried out Virtual Jaguar and it's coming along quite nicely. I did notice some of the speed issues reported by others here: AvP, Tempest 2000 and Missile Command 3D all run slowly here. Earlier in this thread there was a reference to a "multithreaded version"; has an x86/x64 Windows binary of that version been posted anywhere? I'd like to see if that resolves the speed issues I've been experiencing.
Also, I noticed Power Drive Rally is listed as working on the website, however it crashes for me. Is that a known regression?
Thanks! Again, great work.
NGboo
February 8th, 2013, 12:13
Ultra Vortek is still not working. :( SVN revision 417 is the latest version of VJ that supports that game, but it lacks fullscreen feature. Does UV need some extra tuning or it's not compatible anymore?
Shamus
February 8th, 2013, 23:45
OK, one at a time now! :)
@greatxerox: Very strange about the pad not working in-game. Not sure what's going on there. Regarding artwork: Did you take a look at the pack-in Downfall in the "Insert Cartridge..." dialog? That's the approach we're looking at. :)
@Mclane: No BIOS files are required anymore, they're baked in. ;)
@Zombie: Thanks for the report. We'll have to take a closer look at that one. :)
@Shoegazer: The latest release is the beginnings of the multithreaded version; the issues with the games you mentioned are because of the blitter and the fact that it's still a reference version and still not correct. Thanks for the info vis-a-vis PDR, I never tried actually playing it. :p Another one to look at. :)
@NGboo: The official release of Ultra Vortek indeed does not work, however, the earlier beta *does* work. Give that a try! :)
@All: Thanks for the feedback, if there are any other games that don't work we'd sure like to know about it! :thumb:
step1978
February 9th, 2013, 07:51
OK, one at a time now! :)
@All: Thanks for the feedback, if there are any other games that don't work we'd sure like to know about it! :thumb:
ok here my little test for version 2.1.0
Air Cars Not working
Alien vs Predator (1994) playable
Atari Karts (1995) playable
Attack of the Mutant Penguins Not working black screen and nothing
Battlesphere Gold Not working black screen and nothing
Brutal Sports Football (1994) (Telegames playable
Bubsy - Fractured Furry Tails (1994) playable
Cannon Fodder (1995) (Computer West) playable
Checkered Flag (1994) playable
Club Drive (1994) Not working in game than the emu crash
Cybermorph (1993) playable
Defender 2000 (1996) playable
Doom - Evil Unleashed (1994) Not working :mad: in game than black screen and than the emu crash
Double Dragon V (1995) (Williams) playable
Dragon - The Bruce Lee Story (1994) playable Graphical glitches
Evolution - Dino Dudes (1993) playable
Fever Pitch Soccer (1995) playable
Fight For Life (1996) playable The title menu is very slow
Flashback (1995) (U.S. Gold) playable
Flip Out (1995) Yes playable
Hover Strike (1995) playable
Hyper Force Intro screens work, and than not working black screen and nothing
I-War (1995) playable
International Sensible Soccer (1995) playable
Iron Soldier (1994) Intro screens work, and than not working black screen and nothing
Iron Soldier 2 (1997) Intro screens work, and than not working black screen and nothing
Kasumi Ninja (1994) playable. Requires DSP. Graphical glitches on the shadows
Missile Command 3D (1995) playable
NBA Jam TE (1996) playable
Pinball Fantasies (1995) (Computer West playable
Pitfall - The Mayan Adventure (1995) playable
Power Drive Rally (1995) (TWI) Not working only title menu
Protector SE playable
Raiden (1994) playable
Rayman (1995) (UBI Soft) playable
Ruiner Pinball (1995) Not working black screen and nothing
Skyhammer Ingame not playable
Soccer Kid playable in game Graphical glitches
Space War 2000 playable
Super Burnout (1995) Not working Requires DSP. Gets past the title screen and track selection, but then hangs
Super Cross 3D (1995) playable
Syndicate (1995) (Ocean) playable
Tempest 2000 (1994) playable
Theme Park (1995) (Ocean) playable Minor graphical glitches
Total Carnage playable
Towers II Intro screen and than hangs
Trevor McFur in the Crescent Galaxy (1993) playable
Troy Aikman NFL Football (1995) (Williams) playable
Ultra Vortek (1995) Not working the emu crashes or black screen
Ultra Vortek (Beta) playable
Val D’Isere Skiing & Snowboarding (1994) playable
White Men Can’t Jump (1995) Not working black screen and nothing
Wolfenstein 3D (1994) Not working black screen and nothing
Worms playable
Zero 5 playable
Zool 2 (1994) playable
Zoop! (1996) Not working the emu crashes or only black screen
Shamus
February 10th, 2013, 15:07
Thanks for the comprehensive report! It really helps. :thumb:
BTW, if anyone has a pet game (or games!) they like and play a lot, and wants to have the responsibility for extensive testing of said game, please do! And let us know how it performs (or doesn't!) as well. ;)
Thanks everyone! :thumb:
gkemp
February 13th, 2013, 17:58
I am running Win 7 64. Virtual Jaguar 2.1.0 has sound but no video. I assume I have done something wrong. Is there any help out there? All option boxes checked.
zombie_ryushu
February 13th, 2013, 18:48
How do I enable joypad support? Must a parameter be passed at compile time?
Shamus
February 14th, 2013, 00:42
@gkemp: Do you have an OpenGL driver installed in your system? If not, there will be no video. :p
@zombie: Controller support is baked in. You have to plug your controller in *before* you run VJ though. Go to the controller configuration page, select a button with the mouse (or press "configure all"), then mash your button on the controller. That should be the extent of it. :)
zombie_ryushu
February 14th, 2013, 04:38
Okay, I finally figured out what was wrong with the controller. Virtual Jaguar will not accept inputs from the left or right Analogue controls. I have to hit the D-pad switch on my controller. This needs fixing. By default, Control stick 1 is the left Analogue stick. (For Street Fighter 4 Controllers.)
Another problem I ran into was the lack of a mappable exit button. You can only exit this emulator with Alt+F4. This is feature breaking. There needs to be a re-mappable exit button to exit, or a context menu that can be activated by Button 12. (The Home Button)
One other thing, in full screen mode, the icons for screen size and other context menues are still at the top of the screen.
gkemp
February 14th, 2013, 15:17
Shamus, updated video drivers, specifically opengl. Video now running even at highest resolution. Thanks for the information. you are a life saver!
haxatax
February 22nd, 2013, 01:52
Any chance of a libretro port?
https://github.com/libretro/libretro.github.com/wiki/Documentation-devs
Basically, libretro is a means to contain a emulator/game core into a library, which can be loaded by Retroarch, a cross platform (PC/Mac/Linux/Android/Xbox360/PS3/Xbox1) frontend for such cores. libretro basically takes away all of the hard work from maintaining such frontends, etc.
Ricardo99
February 22nd, 2013, 10:49
Hello, Shamus.
Been a long time since I posted in here, but thought I would get back in to VJ testing now that I have my nice new shiney rig put together:D
System Specs:
Intel i7 3770K @ 3.5GHz
Gigabyte Z77-DS3H mobo
32GB Corsair Vengeance Jet Black edition @ 1600Mhz
Nvidia GTX 260 896MB
Windows 7 6t4Bit Ultimate
The games that run, run better than on the old core2duo E6750@2.66GHz system
My list of gtame issues.
Alien vs Predator (1994) playable
Atari Karts (1995) playable
Bubsy - Fractured Furry Tails (1994) playable
Cannon Fodder (1995) (Computer West) playable
Cybermorph (1993) Menus are fine, in game there are graphical glitches and eventual emu crash
Defender 2000 (1996) playable
Doom - Evil Unleashed (1994) Gets to startt game then crashes. This used to be half width oon the older versions and THEN crash, but no no in game
Double Dragon V (1995) (Williams) playable
Dragon - The Bruce Lee Story (1994) playable Graphical glitches
Evolution - Dino Dudes (1993) playable
Flashback (1995) (U.S. Gold) playable
Hover Strike (1995) playable
Iron Soldier (1994) Intro screens work, but when you go to start mission the screen goes blank but the music keeps playing
Iron Soldier 2 (1997) Same as above
Kasumi Ninja (1994) playable. Requires DSP. Graphical glitches on the shadows
Missile Command 3D (1995) playable
Pitfall - The Mayan Adventure (1995) playable
Protector SE playable
Raiden (1994) playable
Rayman (1995) (UBI Soft) playable
Tempest 2000 (1994) Very slow, but I think you know about this one, audio is way behind (is this the blitter issue you know about? I think you mentioned before)
Theme Park (1995) (Ocean) playable Minor graphical glitches (and this game is STILL great fun)
Total Carnage playable
Trevor McFur in the Crescent Galaxy (1993) playable, but random graphical glitches and eventual game crash, emu keeps running but the game screen is way behind and full of glitches. The game does catch up and come back to playable after a random amount of time, but then soon glitches again.
Wolfenstein 3D (1994) Not working, black screen and nothing
Zool 2 (1994) playable
These results were whilst running the build 20130208 of VJ and with all the drivers for the system up to date.
Have to say, the emulator feels like a huge improvement over the pre 2.1.0 versions and I am loving the USB controler implementation :D
The full screen mode would be better if all the on-screen controls faded away like they do in ZNES super nintendo emulator (if you know that one) so the screen looks like a Jaguar as opposed an emulated Jaguar, that's my only minor complaint really and then it's not a complaint but more of a "my preference" kind of thing.
But great work as ever Shamus, truly great work...as ever :D
NGboo
February 25th, 2013, 10:05
@NGboo: The official release of Ultra Vortek indeed does not work, however, the earlier beta *does* work. Give that a try! :)
Beta works indeed, although it is not fully playable - whenever you perform aerial kick with Volcana, the opponent's head flies off. :lol:
May I ask why the official version doesn't work any longer?
Alchy
February 25th, 2013, 12:34
i'd like to report a problem, i use a PSX pad plugged on the PC using an USB adapter. there was no problem with all emulators excepted virtual jaguar. i can configure the pad on the virutal jaguar GUI but, strangely, the buttons don't respond when i launch a game.
it's like the pad wasn't connected. Very strange.I get precisely the same issue with an Xbox 360 wireless controller and a cheap third-party USB dongle. I've tried all the obvious things like restarting the emulator, reconfiguring a second time etc etc. This pad/dongle work everywhere else.
Edit: my PS1 pad USB adapter worked. Weird.
pisuke74
February 28th, 2013, 19:29
hi
i have a question. i have my rom in c:\atari\roms
but the emulator doesn't recognize inserted rom
.. what is the format for the setting software for my folder?
zombie_ryushu
February 28th, 2013, 23:29
I get precisely the same issue with an Xbox 360 wireless controller and a cheap third-party USB dongle. I've tried all the obvious things like restarting the emulator, reconfiguring a second time etc etc. This pad/dongle work everywhere else.
Edit: my PS1 pad USB adapter worked. Weird.
Did you only try the directional buttons? If so, realize that the face buttons may still work, there are problems with the way the Controller coding in VJ Works. My PS3 Fight pad only worked one way. In one mode.
NGboo
March 3rd, 2013, 15:38
hi
i have a question. i have my rom in c:\atari\roms
but the emulator doesn't recognize inserted rom
.. what is the format for the setting software for my folder?
You just have to change the name of the folder containing roms in configuration of VJ (default is "software").
Shamus
March 7th, 2013, 04:14
@haxatax: Libretro would have been a nice idea--five years ago. Now that VJ has a nice Qt frontend, it's kinda superfluous. The emulator itself is already set up as a library, so in theory anyone can use it and create whatever frontend they want. :)
@Ricardo99: Thanks for the report! :thumb:
@NGboo: To be honest, I never really checked on Ultra Vortek in the transition from 1.0.7 to 2.0.0 and didn't know that a regression had happened. We'll get get it working again. ;)
@Alchy: It seems some gamepads treat their analog inputs as though they were digital. This will be fixed in the next release of VJ. :)
drzer0
March 7th, 2013, 09:27
@Shamus Nice and QT are like 2 face of a medal, you can't never see them togheter…
Shamus
March 8th, 2013, 00:40
In your opinion. :thumb:
NGboo
March 24th, 2013, 22:46
The latest SVN opens for a split second and then closes immediately. :(
squarepusher
March 26th, 2013, 20:43
@haxatax: Libretro would have been a nice idea--five years ago. Now that VJ has a nice Qt frontend, it's kinda superfluous. The emulator itself is already set up as a library, so in theory anyone can use it and create whatever frontend they want. :)
A libretro port is NOT about a frontend for your library.
It's about you targeting one API for your app so that you can:
* run it on iOS
* run it on Blackberry
* run it on Android
* run it on PS3
* run it on Wii
* run it on Xbox 360
* run it on Xbox 1
* run it on Gamecube
* run it on Pandora
* run it on PC (Linux/Mac/PC)
* run it on XBMC (yeah, that's right)
All of this (NOTE) without any stupid GUI dependencies (like QT), or any platform dependencies, and all with a centralized interface for input, video and audio (none of which you will have to write yourself for any of the platforms I just listed).
And yeah, that platform list I posted above is only a small sample of the platforms libretro now takes under its belt. It will be way longer by the time we get to the end of the year. Quite simply, to think you can achieve all that on your own with your own frontend is not only impossible, but it would be a huge waste of time to roll it all yourself when you can just 'tap' into libretro/RetroArch as-is.
Sorry, but you couldn't have been more wrong about what libretro is about - and to be honest, adopting it could save a lot of time on your end. But if you don't care - it's alright by me - I'm just the one providing the platform and leading the horse to water, but I can't make it drink.
You could have just concentrated on the core instead of wasting time on frontend-specific stuff like 'fullscreen video' (really, that is the most basic of things) and 'gamepad support' (been there - done that - in fact, we support more input APIs than anything else out there) - which is really not even one hundredth of the features that RetroArch already offers to any one core running in it. Besides, RetroArch has far superior video features that anything you are offering right now - so if only for the FBO shader mode it could be worth it.
Bottom line, in 2013, to still be wasting your time on your own frontend is quite frankly counterproductive and a huge waste of time when there's something out there that does all that more portably, more scaleable and more full-featured than anything any individual frontend could ever hope to offer. If anything, libretro is not '5 years too late' - there has never been a better time for libretro than 2013.
clobber
March 26th, 2013, 21:09
@haxatax: Libretro would have been a nice idea--five years ago. Now that VJ has a nice Qt frontend, it's kinda superfluous. The emulator itself is already set up as a library, so in theory anyone can use it and create whatever frontend they want. :)
Shamus- you've been working on this emulator for ~10 years. How much time has been wasted dealing with Qt UI features?
It's 2013 and you just now have gamepad and fullscreen support. Why not target libretro's API and let frontends like RetroArch worry about a portable UI that already targets so many platforms. This would free you up for only having to focus on the emulator core.
The following emulators already have mainline support for libretro:
BSNES - http://gitorious.org/bsnes/bsnes/commits/libretro
GenPlus-GX - https://code.google.com/p/genplus-gx/source/browse/trunk
FB Alpha - http://www.barryharris.me.uk/fba.php
Meteor GBA - http://sourceforge.net/p/meteorgba/code/ci/96191a9262a1752660d8e2e5816add9674a917cb/tree/
FCEUmm - http://code.google.com/p/fceumm/source/browse/#svn%2Fsrc%2Fdrivers%2Flibretro
Plus an already huge amount of supported ports: https://github.com/libretro
If Virtual Jaguar is already set up as a library, then you'd be doing yourself and your users a favor targeting libretro API. The future of emulation is about making your core portable and not locked into a particular UI framework.
zombie_ryushu
March 27th, 2013, 04:36
At one point I wanted VJ to become a Mednafen Module. I'm past that now. What I do care about is program-ability. I need to be able to exit with my Home button, and I shouldn't have to switch my controller mode to use the D-pad.
Shamus
March 28th, 2013, 21:51
Shamus- you've been working on this emulator for ~10 years. How much time has been wasted dealing with Qt UI features?
This is an excellent question. Before I decided to start using a 3rd party toolset for the GUI for VJ, I was wasting a lot of time trying to make a nice and functional GUI. But ever since switching to Qt, I haven't had to give it much thought beyond doing typical GUI things. Using Qt has brought VJ out of the stone age with a great look and ease of use that it never had before. Plus it has allowed me to add things that make development for the Jaguar even better (but it still has a way to go in this area)!
Personally, I'd say the time I've spent 'dealing' with the Qt UI has been wisely invested and has paid dividends many times over what I spent.
It's 2013 and you just now have gamepad and fullscreen support. Why not target libretro's API and let frontends like RetroArch worry about a portable UI that already targets so many platforms. This would free you up for only having to focus on the emulator core.
Yes, it's 2013 and it has been a long time in getting gamepad and fullscreen support added to Virtual Jaguar. And just why do you think it has it taken so long? Could it be that the horrible Qt UI I had to fight every step of the way to do what I wanted was getting in the way? No! The reason it took so long is those features were at the bottom of the list when it comes to what I personally wanted to see in Virtual Jaguar. VJ is something that I work on in my spare time; I do not get paid to develop it. I do it because want to, not because I have to.
That said, anyone can contribute patches and they will be gratefully received; possibly accepted, assuming they meet minimum coding requirements. By the way, the number of contributions I have received over the last 10 years I can count on the fingers of one hand.
If Virtual Jaguar is already set up as a library, then you'd be doing yourself and your users a favor targeting libretro API. The future of emulation is about making your core portable and not locked into a particular UI framework.
Not locked into a particular UI framework, unless it happens to be the libretro UI framework that is.
I don't know how I can make it much more clear to you: The VJ core is already a library. It is not tied to any UI whatsoever. If I wanted to, I could chuck Qt to the curb and write a front-end using Guichan, wxWidgets, GTK+, or any other middleware.
Maybe, at some point in the future, I might decide to use libretro, but for now, it doesn't suit me. Maybe I don't like the way you smell, or I don't like the look of your Nazi haircuts and jackboots; maybe I don't like the way you come off as bunch of condescending, know-it-all jerks. But the number one reason I'm not using it is because I actually care about what goes into the UI. I really couldn't care less if VJ doesn't run on a cell phone, a f***ing iDevice or XBMC (yeah, that's right) or what have you.
BTW, I really prefer using Higan to your libretro-fied version of BSNES, even though it uses byuu's minimal Pheonix GUI. :thumb:
d8thstar
March 29th, 2013, 05:51
shamus, PLEASE don't listen to all the negativity. i for one just added VJ o my arcade machine and am loving the progress you have made. i do have one question if i may:
i can go fullscreen just fine but that graphic bar is still along the top. i'm jus curous if there is a way to hide the bar? if not, i don't give a *****, i'm just happy that you are still working on this!
zombie_ryushu
March 29th, 2013, 06:04
shamus, PLEASE don't listen to all the negativity. i for one just added VJ o my arcade machine and am loving the progress you have made. i do have one question if i may:
i can go fullscreen just fine but that graphic bar is still along the top. i'm jus curous if there is a way to hide the bar? if not, i don't give a *****, i'm just happy that you are still working on this!
Seconded. I just care that VJ has the configurability to be controlled by WahCade. The rest hardly matters. If I can start the game with the start button, exit with the Home button, and assign controls as I like, it's fine. If I can't there's a problem. Currently you have to press Alt+F4, that's a problem.
d8thstar
March 29th, 2013, 21:38
Seconded. I just care that VJ has the configurability to be controlled by WahCade. The rest hardly matters. If I can start the game with the start button, exit with the Home button, and assign controls as I like, it's fine. If I can't there's a problem. Currently you have to press Alt+F4, that's a problem.
just an FYI, i just got VJ to close with ESC using a program called "closemul"
squarepusher
March 29th, 2013, 23:20
This is an excellent question. Before I decided to start using a 3rd party toolset for the GUI for VJ, I was wasting a lot of time trying to make a nice and functional GUI. But ever since switching to Qt, I haven't had to give it much thought beyond doing typical GUI things. Using Qt has brought VJ out of the stone age with a great look and ease of use that it never had before. Plus it has allowed me to add things that make development for the Jaguar even better (but it still has a way to go in this area)!
Personally, I'd say the time I've spent 'dealing' with the Qt UI has been wisely invested and has paid dividends many times over what I spent.
Yes, it's 2013 and it has been a long time in getting gamepad and fullscreen support added to Virtual Jaguar. And just why do you think it has it taken so long? Could it be that the horrible Qt UI I had to fight every step of the way to do what I wanted was getting in the way? No! The reason it took so long is those features were at the bottom of the list when it comes to what I personally wanted to see in Virtual Jaguar. VJ is something that I work on in my spare time; I do not get paid to develop it. I do it because want to, not because I have to.
That said, anyone can contribute patches and they will be gratefully received; possibly accepted, assuming they meet minimum coding requirements. By the way, the number of contributions I have received over the last 10 years I can count on the fingers of one hand.
Not locked into a particular UI framework, unless it happens to be the libretro UI framework that is.
I don't know how I can make it much more clear to you: The VJ core is already a library. It is not tied to any UI whatsoever. If I wanted to, I could chuck Qt to the curb and write a front-end using Guichan, wxWidgets, GTK+, or any other middleware.
Maybe, at some point in the future, I might decide to use libretro, but for now, it doesn't suit me. Maybe I don't like the way you smell, or I don't like the look of your Nazi haircuts and jackboots; maybe I don't like the way you come off as bunch of condescending, know-it-all jerks. But the number one reason I'm not using it is because I actually care about what goes into the UI. I really couldn't care less if VJ doesn't run on a cell phone, a f***ing iDevice or XBMC (yeah, that's right) or what have you.
BTW, I really prefer using Higan to your libretro-fied version of BSNES, even though it uses byuu's minimal Pheonix GUI. :thumb:
It's no surprise you prefer Higan - it's writen by a person who wrote the book on how to self-marginalize oneself - then rewrote it because it was not 'NIH' enough. You seem to be following into his footsteps very well going by your attitude on display here.
Good job on calling me a Nazi BTW - really makes you look sane and all that.
TBH, it's your loss, not mine. I thought it could have been a great idea but unfortunately you like to self-marginalize yourself and waste your own time. That is alright by me. It was just an offer, nothing more.
Toad King
March 30th, 2013, 00:28
Not locked into a particular UI framework, unless it happens to be the libretro UI framework that is.
libretro is not a UI framework. It has no UI code at all. It's an API for exporting video frames/audio/input/serialization and nothing more. Frontends use it however they want. In fact we already have a couple frontends that all have their own UI's that use libretro, including OpenEmu and Arcan. Hell you can just port your UI code to use libretro and suddenly get all the cores we have and run them.
Also am I a Nazi too or is it just Squarepusher?
zombie_ryushu
March 30th, 2013, 04:06
just an FYI, i just got VJ to close with ESC using a program called "closemul"
That's not entirely the same thing. I am not using a keyboard encoder to map button presses to keyboard strokse, my Mame device is a Console, not a Cabinet. It has Joypads Connected to it.
http://cdn2.bigcommerce.com/server2400/3b521/products/13607/images/12613/ps3-street-fighter-4-fightpad-blanka__25541.1291842961.1280.1280.jpg
It looks like this. It has a Home button that maps as Button 12. Emulators like Mednafen, Mame, and SNES-GTK Permit me to press 'Button 12" and exit the Emulator.
haxatax
March 30th, 2013, 04:10
Also am I a Nazi too or is it just Squarepusher?
Yes, anyone not affliated with byuu is a Nazi and must die. :D
d8thstar
March 30th, 2013, 05:49
That's not entirely the same thing. I am not using a keyboard encoder to map button presses to keyboard strokse, my Mame device is a Console, not a Cabinet. It has Joypads Connected to it.
http://cdn2.bigcommerce.com/server2400/3b521/products/13607/images/12613/ps3-street-fighter-4-fightpad-blanka__25541.1291842961.1280.1280.jpg
It looks like this. It has a Home button that maps as Button 12. Emulators like Mednafen, Mame, and SNES-GTK Permit me to press 'Button 12" and exit the Emulator.
hey zombie, i also use my cabinet on my projector, using a 360 controller to control it all. have you looked at xpadder? thats what i use when i'm using my 360 pad. i have different profiles for each emu so my buttons on the 360 pad will send the correct signal to the emu. just a thought.
zombie_ryushu
March 30th, 2013, 05:58
hey zombie, i also use my cabinet on my projector, using a 360 controller to control it all. have you looked at xpadder? thats what i use when i'm using my 360 pad. i have different profiles for each emu so my buttons on the 360 pad will send the correct signal to the emu. just a thought.
That's the exact same thing as a Keyboard encoder, just in software, and that's exactly what I DON'T WANT.
I want all Emulators to be completely Game Pad Configurable, so I don't have to put up with that.
d8thstar
March 30th, 2013, 06:41
wow, sorry i tried to help. i would love for all my emu's to behave the same way but fact is, they don't, and that's why these great tools have been made. so while you sit and wait for something that may never come, i've set up a profile in 30 seconds and am enjoying these games the WAY I WANT.
Shamus
March 31st, 2013, 03:22
It's no surprise you prefer Higan - it's writen by a person who wrote the book on how to self-marginalize oneself - then rewrote it because it was not 'NIH' enough. You seem to be following into his footsteps very well going by your attitude on display here.
And your smug, self-satisfied, condescending attitude is still very much on display as well.
Good job on calling me a Nazi BTW - really makes you look sane and all that.
Just to be clear, I never called you a Nazi. But if the haircut fits... :D
TBH, it's your loss, not mine. I thought it could have been a great idea but unfortunately you like to self-marginalize yourself and waste your own time. That is alright by me. It was just an offer, nothing more.
Quite honestly, I can't see how this is a loss to me, as I'm not buying into your own pet brand of middleware and wasting my time trying to fit into your Procrustean bed. And just because you say I'm marginalizing myself and wasting my time does not make it true, no matter how fervently you wish it were. But it occurs to me that this is what you tell yourself to lessen the sting of rejection. :thumb:
@d8thstar: The toolbar has gone away in fullscreen in the latest commits. :) And in case anyone was wondering, CTRL+Q is the key combination that causes VJ to exit (which is fully described in the online documentation under Help|Contents--what's that? Built-in documentation?? ZOMGWTFBBQ :D).
zombie_ryushu
March 31st, 2013, 08:00
wow, sorry i tried to help. i would love for all my emu's to behave the same way but fact is, they don't, and that's why these great tools have been made. so while you sit and wait for something that may never come, i've set up a profile in 30 seconds and am enjoying these games the WAY I WANT.
Sorry I got over emotional.
squarepusher
March 31st, 2013, 15:35
And your smug, self-satisfied, condescending attitude is still very much on display as well.
Just to be clear, I never called you a Nazi. But if the haircut fits... :D
But if the haircut fits? What kind of an autistic nutjob with no frame of reference would call somebody in an emu scene a 'Nazi' because I just pitch to you it would be a good idea to do a libretro port - for your own sake as well, to triple or even quadruple your userbase overnight?
Virtual Jaguar is just a fork of a pre-existing codebase - and after 10 years it's still very much a WIP. It would behoove you to speed up the level of 'progress' you are making overnight just by writing maybe 50 lines of code. That is all. If you are too dumb to figure out why that might be a good idea, that is your problem - hell, if you want to make 'your problem' the problem of your users and waste their time as well, be my guest. I won't be losing sleep over that.
Really, I'm not going to beg some 'fork author' to do a port pretty please - it was clobber and mudlord that even pointed me towards your direction. If you don't want it, that's fine - take it or leave it, I really couldn't care less about the Jaguar except for Tempest 2000 and that is pretty much it. It will most likely get ported one way or another anyway - if not by me, then by somebody else - perhaps after you see it running you'll see how stupid you have been acting all along. But really, I don't feel like your pathetic gut reaction to me should be rewarded in anyway at this point that I should write a port and then give you a Pull Request. Sorry, not going to do that after your open hostility from post #1. Perhaps this is the reason why you have been getting so little pull requests over the course of 10 years I take it - because anytime somebody tries to reach out, you act like this.
Oh BTW -
http://www.ngemu.com/forums/showthread.php?p=2092100#post2092100
You wouldn't have this 'little problem' right now if you had just targeted the libretro API - it would be running just fine right now on OSX. No need to be blaming Apple for your own failures or anything.
But hey, that's what you get when you can't even get it through your thick skull that libretro has nothing whatso-****ing-ever to do with an UI. You seem to lack a basic grasp of computer science that for some reason compels you to try to fit a square peg into a round hole (as in - any 'API' must automatically have something to do with a GUI - for whatever reason).
In that regard, you seem to fit well into the NIH mould of your buttbuddy byuu. Perhaps that's why you have this outward hostility to me from the outset - you have been listening too much to the Jim Jones koolaid drinkers over there about how 'evil' I am and all that. Newsflash about that guy - just since yesterday he didn't even know how projection matrices work (in particular a goddamn 'identity matrix' - he had to 'reverse engineer' that part with glGet() - *rollseyes* - because knowing what an identity matrix is obviously 'requires 4 years of learning mathematics' - unless he means high-school algebra). Fortunately for him, he soon found out how trivial it is so he could retroactively 'edit' his post and still make himself look like an all-knowledgeable guy (yeah, I saw the original post - saw him change it as well once he found his 'hack' - quite the 'guru' and 'genius' there).
'Yeah I have been wasting my time on a fork for over 10 years and I decided that-joypad support for a VIDEOGAME CONSOLE EMULATOR is really low on my priority list, and I refuse to use an API that does all that for me *and* gets it working on OSX and a ton of other problems I'm having right now and that are preventing people from using Virtual Jaguar because I'm snobbish like that' - that is you, right there. Good job Dave Man.
Quite honestly, I can't see how this is a loss to me, as I'm not buying into your own pet brand of middleware and wasting my time trying to fit into your Procrustean bed. And just because you say I'm marginalizing myself and wasting my time does not make it true, no matter how fervently you wish it were. But it occurs to me that this is what you tell yourself to lessen the sting of rejection. :thumb:
The sting of rejection from a 'forker' that has been at this for 10 years so far and stll doesn't have a full-speed Jaguar emulator to show for it, or even 90% compatibility. Or even joypad support. Or even decent video. No, a Qt GUI is much more important than any of that. Right. I don't think I'll be losing much sleep over this.
Regarding the 'time wasting' - but you ARE wasting your time. That part is clear to clobber and me if after 10 years you still haven't gotten around to even implementing proper joypad support and decent video support - and to then reject an API that would give you all that and 10x more features at the side quite honestly doesn't speak very favorably of your level of decisionmaking.
Hell, you can't even get Virtual Jaguar to run stably right now on OSX and instead try to put the blame on Apple instead. Perfect FLOSS tard behavior - put the blame somewhere else instead of where it belongs - your silly-ass ideologies that ultimately get nothing done are more important than pragmatism that COULD get something done.
d8thstar
March 31st, 2013, 19:47
ah, it's cool, i got defensive... lets just enjoy games shall we?
shamus, those commits available to the general public? would love to give it a spin.
zombie_ryushu
March 31st, 2013, 21:09
ah, it's cool, i got defensive... lets just enjoy games shall we?
shamus, those commits available to the general public? would love to give it a spin.
Here here. I agree wholeheartedly. Our job as much as mine is with WahCade project, is to create a condition where the games that could not be played in today's world due to the obsolescence of the Jaguar. It just matters that we accomplish that very goal.
I'm not here to Micro-Manage. It's not my business to tell Shamus he must do this or do that. I'm not here to say he must use this or that tool kit. My requirements are simple:
Does this Emulator function according to it's intended purpose, and is it easy to use?
burtie
April 1st, 2013, 15:36
Just popped in to say thank you for continuing your work on this. I used it quite a few years ago but it wasn't really stable back then. I just downloaded the new version and it worked great! I can play Alien V Predator again now! :D
I am not sure if it's just me but it seem's to be running a little slow? Is there a way to speed it up at all?
Thanks
Shamus
April 1st, 2013, 16:45
@d8thstar: The latest Windows builds can always be found at outrage.the-crow.co.uk/builds/ . Download speeds won't be great (the VM it's running in is a bit weak), but it's available. :)
@burtie: Unfortunately, anything that leans heavily on the blitter is going to run on the slow side, and will until that part is optimized. :(
zombie_ryushu
April 1st, 2013, 17:07
@d8thstar: The latest Windows builds can always be found at outrage.the-crow.co.uk/builds/ . Download speeds won't be great (the VM it's running in is a bit weak), but it's available. :)
@burtie: Unfortunately, anything that leans heavily on the blitter is going to run on the slow side, and will until that part is optimized. :(
Is my Reconfigurable Exit button request unreasoanable?
burtie
April 1st, 2013, 17:29
@burtie: Unfortunately, anything that leans heavily on the blitter is going to run on the slow side, and will until that part is optimized. :(
Yeah, I thought so, but I am sure it will get better with time. This project has sure come along a long way since I tried it last.
:thumb:
Shamus
April 2nd, 2013, 13:31
@zombie: I will put it in, just for you. :)
Shamus
April 3rd, 2013, 03:41
But if the haircut fits? What kind of an autistic nutjob with no frame of reference would call somebody in an emu scene a 'Nazi' because I just pitch to you it would be a good idea to do a libretro port ... <followed by a bunch of insults>
Again, I didn't call you a Nazi. Since it seems that you missed the obvious (yet again!), let me parse it out for you:
If the haircut fits...
Notice that the sentence begins with a conditional, if. What this means is that you apply a self evaluation, and, if the evaluation turns out to be false, you move on. See how simple that was? It's an insult only if you choose to be insulted.
Since it seems apparent that your grasp of the English language is tenuous at best, I will refrain from trying to impart anything further to you. However, it occurs to me that it is possible that you are not a native English speaker, so perhaps you can be forgiven for not understanding the subtle nuance that I attempted to communicate to you. But that is no excuse for rudeness. You have:
Called me autistic
Called me a nutjob
Called my sanity into question
Called me thick
Called me a homosexual
Called me a cultist
Called me a snob
Called me a retard
All of which would probably make me feel bad if I was as thin skinned as you seem to be. You even make mention that Virtual Jaguar is 'just a fork of a pre-existing codebase'. I guess I'm supposed to feel bad about that too? :)
Perhaps this is the reason why you have been getting so little pull requests over the course of 10 years I take it - because anytime somebody tries to reach out, you act like this.
And of course, you know all about me, you've known me very well personally over the last ten years and you know exactly who has contacted me and what my responses have been. :p
You wouldn't have this 'little problem' right now if you had just targeted the libretro API - it would be running just fine right now on OSX. No need to be blaming Apple for your own failures or anything.
Uh, you're talking about Apple right? One of the biggest perpertrators of 'Not Invented Here', right? Even Microsoft isn't as bad as Apple when it comes to NIH--at least I can cross-compile for win32 and have it work perfectly.
'Yeah I have been wasting my time on a fork for over 10 years and I decided that-joypad support for a VIDEOGAME CONSOLE EMULATOR is really low on my priority list, ...'
Yes, believe or not, I don't use gamepads when I use emulators. Shocking, isn't it?
Right. I don't think I'll be losing much sleep over this.
Yet you felt the compulsion to come back, once again, after I made it abundantly clear that I do not give a rats ass about you and your pet project?
For the record, you and your friends are the ones who came in here jumping up and down and screaming at an offhanded comment that I made on an obscure forum. You are the one who came in here telling me what an idiot I was for not using your middleware. You are the one who felt compelled to answer something that was not even addressed to you (it was addressed to clobber). And the fact that you felt that you had to speak on behalf of your friend would be funny if it wasn't so sad and pathetic. You have marched in here and made all kinds of assumptions about me, when you know absolutely nothing about me.
So, in sum, you are the one who came in here with a high-and-mighty, condescending, snobbish attitude saying that I was stupid and foolish not to grovel in the shadow of your greatness. So let me be perfectly clear: I do not like you. I do not think that words can adequately express how much I loathe and despise you and everything you stand for.
And since it is blindingly obvious that you have absolutely nothing constructive to offer here, why don't you go crawl back into whatever little corner of the internet that you crawled out of?
NB: Just in case you still don't understand what I wrote above, please take a look at this and self-evaluate: link (http://www.systemcomic.com/comics/2011-08-03-madaboutsomething.jpg)
HTH :thumb:
squarepusher
April 3rd, 2013, 17:13
Oh BTW - Clobber will be posting some pics later today of a quick slap-dash port he made of your emu fork on OpenEmu (running on OSX, imagine that...... >_>).
It will be ported to libretro as well. Not sure what I'll do with it (push it upstream to you after all you said to me? Hah) but it will exist anyways.
That is all. Not going to lower myself to your level either BTW by responding to your little 24 minutes of hate above - I have better stuff to do and you are honestly not worth the trouble.
Shamus
April 4th, 2013, 15:49
http://i1.kym-cdn.com/photos/images/original/000/121/249/look-at-all-the-****s-i-dont-give-theyre-just-falling-from-the-sky.jpg
BTW, I feel I should remind you, that if you plan to distribute your fork of Virtual Jaguar, you will have to relelase the source code since VJ is licensed under the GPLv3.
HAND :thumb:
zombie_ryushu
April 5th, 2013, 08:22
http://i1.kym-cdn.com/photos/images/original/000/121/249/look-at-all-the-****s-i-dont-give-theyre-just-falling-from-the-sky.jpg
BTW, I feel I should remind you, that if you plan to distribute your fork of Virtual Jaguar, you will have to relelase the source code since VJ is licensed under the GPLv3.
HAND :thumb:
Shamus, will you post a bug-fix release to fix the full screen and controller bugs? like 2.1.1?
squarepusher
April 5th, 2013, 17:22
http://i1.kym-cdn.com/photos/images/original/000/121/249/look-at-all-the-****s-i-dont-give-theyre-just-falling-from-the-sky.jpg
BTW, I feel I should remind you, that if you plan to distribute your fork of Virtual Jaguar, you will have to relelase the source code since VJ is licensed under the GPLv3.
HAND :thumb:
Obviously you never bothered checking out this page before -
https://github.com/libretro
HAND :thumb:
clobber
April 5th, 2013, 21:55
Shamus, will you post a bug-fix release to fix the full screen and controller bugs? like 2.1.1?
Or you could just use the Virtual Jaguar port to libretro in RetroArch. Gamepad input and fullscreen working fine here :)
http://i.imgur.com/q2PAQy3.png
However there are some apparent problems with video that also exist in the Qt port (off-center and black bar on the left):
http://i.imgur.com/Lt3Bmwo.png
Maybe Shamus has some ideas as to why?
BTW, no GL required. We weren't sure why you were doing this: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TOMGetVideoModeWidth(), 240, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
Shamus
April 6th, 2013, 03:01
@zombie: That's the idea. BTW, you can look at the current development snapshots that solve the toolbar & controller problems at http://outrage.the-crow.co.uk/builds/ . After all, that's what this thread is about. :thumb:
zombie_ryushu
April 6th, 2013, 10:08
Okay, using GIT release 20120404, I can definately say that this build is slower onm my machine than 2.1.0, it lags playing RayMan, and won't play anything else. It will configure my alternative Joypad axis, but as far as I can tell, it won't use them.
Shamus
April 7th, 2013, 20:42
That release is quite old, and, looking at the official spot, doesn't look like an official build that we made. The latest for win32 is vj-20130401.zip, and can be found at http://outrage.the-crow.co.uk/builds/ .
zombie_ryushu
April 8th, 2013, 16:19
I mean 20130404
Shamus
April 9th, 2013, 05:00
Where did you get it? It certainly isn't from outrage. :p If you got it from anywhere other than http://outrage.the-crow.co.uk/builds , then all bets are off. The latest build that we've released is 20130401. :)
zombie_ryushu
April 9th, 2013, 05:11
It was directly from your GIT, I'm a Linux user. Your builds are for Windows.
Shamus
April 9th, 2013, 17:10
Well then. :) In that case, maybe you can try running with the -l switch to look at the generated logfile to get some clues as to what's going wrong with the games that don't work.
Also, how are you running the games? With/without BIOS/GPU/DSP? Also, what version are your system libs? And what is the model of your gamepad, and what are your system specs?
zombie_ryushu
April 9th, 2013, 17:30
The distribution I use is called Rosa 2012 LTS. (A Mandriva Fork). My Game pad is a Street Fighter 4 PS3 Fight pad. Under 2.1.0, it only works in 'DP' mode, but under the GIT Version, LS mode works too.
The only game I have that works is RayMan. I also have Raiden, Attack of the Mutant Penguins, and Doom. They cause the emulator to become unresponsive. All I can do is exit out. DSP mode and Bios mode is turned on. Under 2.1.0, this setup runs RayMan full speed. Under the 'Master' GIT RayMan runs at 75% Speed.
To build the application, I git clone the 'master' branch, and then,tar it up as a virtualjaguar-2.1.1git.tar.bz2. Then I run rpm -ba over it, and it builds in exactly the same way I built 2.1.0. Producing virtualjaguar-2.1.1-1rosa.x86_64.rpm. If you want I can send you a copy of this RPM.
The Motherboard of the system is an Nvidia Pico ITX ION3 from ASUS often referred to as an ION3 Deluxe. It has 2 GB RAM.The Video chipset is an Nvidia 6200 running Driver revision 295.40. (so there is no reason for this not to run full speed, despite having somewhat underpowered hardware.)
Shamus
April 10th, 2013, 16:28
What CPU do you have in that system? :)
zombie_ryushu
April 10th, 2013, 16:36
Atom 330.
Shamus
April 12th, 2013, 00:59
Well, that's a 1.6 GHz dual core 64-bit CPU, so it should be OK. I'm pretty sure that the Rayman slowdown is due to an adjustment I made to the DSP.
I'm also making adjustments to the core which has introduced some instabilities in booting. Ah, the joys of testing unstable software! :D
zombie_ryushu
April 15th, 2013, 02:49
Let me know when you have some new code for me to test.
I also took a look at RetroArch. It will make a great addition to the WahCade Project. RetroArch is taking over SNES and Sega CD emulation.
For Virtual Jaguar, I'm going to stick with Shamus's Upstream code for as long as VJ is "Friendly" as far as WahCade integration is concerned. I have no dispute with Shamus as to how is is coding VJ.
NGboo
May 4th, 2013, 16:49
Has anyone managed to download the latest build (20130503)?
I'm constantly getting unfinished file (corrupted archive). :/
edit: Never mind, I finally downloaded it. :)
zombie_ryushu
May 20th, 2013, 08:51
Do you have any plans for a future VJ release?
Congratulations for the 2.1.0 release, it's a very good work, thank you very much!!!
By the way, just one curiosity: the changelog says "Preliminary fixes for proper emulation of memory reads between $200000 and $800000."... Do you know any game that takes advantage of this fix? (I mean, is there any game that crashed or didn't work properly in previous versions, and has been fixed with this solution?)
Please, keep going with this awesome emulator!
Shamus
May 23rd, 2013, 17:58
@zombie: Of course there will be. Haven't had much free time as of late to work on it though. :p The next release will come once I've straightened out a few things with the controller config. That's pretty much all that's holding things up right now. :p
@hcf: It's more of a curiosity than anything. There were some test programs that failed on VJ that worked on real hardware, and I was able to fix that. Nothing released that I know of tries to read past the Jaguar's RAM. :D
Robert R
May 24th, 2013, 05:31
Hopefully the next release will compile properly for the Mac as well. I take it Goldenegg still has not been able to get version 2.1.0 to run on the Mac?
@hcf: It's more of a curiosity than anything. There were some test programs that failed on VJ that worked on real hardware, and I was able to fix that. Nothing released that I know of tries to read past the Jaguar's RAM. :D
Thank you very much for the answer! It's amazing how you are targeting to achieve so accurate emulation, even trying to replicate what the real hardware does in so strange cases! :thumb:
By the way, I would like to ask you another thing. I saw that in the gpu.cpp file, in the SUBC routine, you replaced this:
SET_ZNC_SUB(RN - borrow, RM, res);
with this:
SET_ZNC_SUB(RN, RM + borrow, res);
(to avoid a problem with the carrier). But, don't you think that this fix may be done too in the dsp.cpp (also in the SUBC routine)? It still has the old SET_ZNC_SUB(RN - borrow, RM, res);
Please, excuse me if this is not the correct place to talk about this kind of things. I don't know what the best place is...
Congratulations again by this awesome work!
vBulletin® v3.8.7, Copyright ©2000-2013, vBulletin Solutions, Inc.