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Old May 24th, 2007   #61 (permalink)
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okay so what do u think this thread is really about
1.) Announcing the release of DeSmuME 0.7.0
2.) Attracting people to share their views on it
When people have tried it and have exhausted from talking about it, they shift
3.) To talk about other things since people are still on the thread and their other posts are not given a reply
Correct me if I am wrong ( actually don't, i am pretty busted up from Liverpool losing) but i agree no aggressive talks but asking about selling of emulators is not away from the topic is it?
And Finally i think DeSmuME is improving faster due to a team since i see a bit more releases and that shash has already made the WIP so just implementing is remaining after which some things will follow
and shash how long does it take to produce a code or whatever and is what you are doing difficult? Just wanted to know how hard you have to work

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Old May 24th, 2007   #62 (permalink)
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Duh it's difficult...if not every single person would be able to go out and quickely program their own emu within an hour or two, running at a steady 60FPS and fully compatible....
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Old May 24th, 2007   #63 (permalink)
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For example, as seems to have gone quite public, for the next release, there's an speed up of 20-40% on games that were limited by our current poor implementation of 2D rendering. That means that all games that used 2D in any manner will have a speed boost. As an example, Yoshi's Island main screen (the menu) on my pc goes from 40-45fps to 60-65fps. Writing it took about 6 hours of work, more or less. Fixing the "square" look of Castlevania took about 1 hour tops. But those were easy, as I worked on an alread working base, and knew exactly what every single bit of code did, and hardware what DS hardware worked like on those situations.

To sum it up, it depends on the feature, and how much I've to investigate were it comes from. For example, I don't have the slightest idea why Mario Kart DS doesn't run (neither I debugged it for a single second), making it run could take from a few hours to whole weeks.

Also it's important, that I'm commiting changes to the CVS when I feel like, so even if the code it's on my WIP, doesn't mean it'll be on next release. This is due to several reasons that I don't want to explain, but it's important to remember :P
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Old May 24th, 2007   #64 (permalink)
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Originally Posted by shashClp View Post
For example, as seems to have gone quite public, for the next release, there's an speed up of 20-40% on games that were limited by our current poor implementation of 2D rendering. That means that all games that used 2D in any manner will have a speed boost. As an example, Yoshi's Island main screen (the menu) on my pc goes from 40-45fps to 60-65fps. Writing it took about 6 hours of work, more or less. Fixing the "square" look of Castlevania took about 1 hour tops. But those were easy, as I worked on an alread working base, and knew exactly what every single bit of code did, and hardware what DS hardware worked like on those situations.

To sum it up, it depends on the feature, and how much I've to investigate were it comes from. For example, I don't have the slightest idea why Mario Kart DS doesn't run (neither I debugged it for a single second), making it run could take from a few hours to whole weeks.

Also it's important, that I'm commiting changes to the CVS when I feel like, so even if the code it's on my WIP, doesn't mean it'll be on next release. This is due to several reasons that I don't want to explain, but it's important to remember :P
WoW amazing more speed nice news i can't wait for the next release
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Old May 24th, 2007   #65 (permalink)
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all these people insulting other emulators, you have absolutely no idea on how emulation works (at least most of you). Most of them just say that because one emulation or the other plays his/her's favorite game. be respectful. people DONT have to do this they do it because they want to. Good Job Slash
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Old May 24th, 2007   #66 (permalink)
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Hey Slash, How long did it take you to learn about programing emulators?
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Old May 24th, 2007   #67 (permalink)
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First, it's "shash", not "slash", please

MartinJ: I've been coding for over 12 years now, started my first emulator in 1999, then got bored of emulation for a few years, and on January 2006 I finished the emulator I started on 1999, on 10 days time (a complete GB mono emulator, which is not that much of a feat, I know).

Programming emulators isn't much different than regular programming, as long as you like low level stuff (I really like writing asm every now and then for fun). First learn your language of choice as good as you can, and then, patiently, go for simple systems, like the GameBoy, or the Chip8. From there, making more advanced emulators is the natural evolution. What's really, really, really important is not to rush things. You can't write a proper emulator while learning the language, just be patient, and the time will come
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Old May 24th, 2007   #68 (permalink)
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sry for the mistake "shash"
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Old May 25th, 2007   #69 (permalink)
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I dont need to say more than this: Keep on Rocking DeSmuME!
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Old May 25th, 2007   #70 (permalink)
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lol few weeks ago this post was 1page now its 4pages thanks to me!
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Old May 25th, 2007   #71 (permalink)
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Congratulations. You've won NGemu's douche award.
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Old May 25th, 2007   #72 (permalink)
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Congratulations. You've won NGemu's douche award.
heyyy b nice ;[[[
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Old May 25th, 2007   #73 (permalink)
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here we go again, by the way shash whats programming languages u know
If an expert were to make an emu would it be easy for him/her to do so?
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Join Irc server #thegoldcafe on channel irc.star-fleet.net and get rom compatibility lists for iDeaS,no$gba,and others and all your emulation needs
Alternatively, you could join through the java website which links directly to thegoldcafe channel
http://www.dscompatibilitydatabases.co.nr/

Professor Layton Walkthrough with excellent coverage and pics http://professorlaytonwalkthrough.blogspot.com/
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Old May 25th, 2007   #74 (permalink)
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I usually code with C/C++ (lately, I prefer C++), but I also know x86 asm/MMX/FPU, Java, Pascal, Z80 asm, a bit or ARM assembler.

Anyone with knowledge of low level programming should be able to code an emulator, imho.
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Old May 25th, 2007   #75 (permalink)
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Quote:
Originally Posted by shashClp View Post
I usually code with C/C++ (lately, I prefer C++), but I also know x86 asm/MMX/FPU, Java, Pascal, Z80 asm, a bit or ARM assembler.

Anyone with knowledge of low level programming should be able to code an emulator, imho.
Bah it requires more than that....at least basic knowledge of every aspect of a basic language.
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Old May 26th, 2007   #76 (permalink)
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that is a lot to know that means u must be a good programmer considering u know a lot. ehh i don't have to worry about desmume never being able to be completed
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Alternatively, you could join through the java website which links directly to thegoldcafe channel
http://www.dscompatibilitydatabases.co.nr/

Professor Layton Walkthrough with excellent coverage and pics http://professorlaytonwalkthrough.blogspot.com/
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