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Old June 14th, 2007   #21 (permalink)
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Quote:
Originally Posted by shashClp View Post
Version numbers are dependent of the number of updates, atleast from my point of view :P
majorupdate.minorupdate.bugfix

this upate is not a bugfix, therefore it should've been 0.8.0
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Old June 14th, 2007   #22 (permalink)
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maybe it was a bug tht caused slowdown on 2d games
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Old June 14th, 2007   #23 (permalink)
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wow, you sure have a LOT of free time to do that dude
Well its not like ive done that in a week. More like 3~4 months of work
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Old June 14th, 2007   #24 (permalink)
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Originally Posted by Squall-Leonhart View Post
majorupdate.minorupdate.bugfix

this upate is not a bugfix, therefore it should've been 0.8.0
That's is only ONE of the many ways to use the version numbers. We obviously use another one, more likely to what's mainstreamly used:

major.minor[.revision[.build]]

And this version is clearly, in most of the features, a revision over old code.
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Old June 14th, 2007   #25 (permalink)
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well.. then you've got drivers which are just

majorupdate.minorupdate

:/

and the method you are using, is NOT mainstreamly used, i bugtest on quite a few beta's currently and all of em use the major.minor.bugfix system. tbh, i don't think you have a clue what your version numbering half the time and just whack one on for fun :P
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Old June 14th, 2007   #26 (permalink)
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Yeah, whatever, wikipedia obviously lies, and you're right. Ok, that makes sense. *sigh*
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Old June 14th, 2007   #27 (permalink)
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squall: you might find versoin numbers are meaningless in the emulation world.

for example PCSX2 has been in version 0.9.# for ages now, its been a lot more than just bugfix releases, its just down to the developer how he wants to do it. Also look at MAME, its on version 0.116, im not seeing much conformity there.

as Shash said, mainstream businesses like microsoft and games companies generally use major.minor.build where the build is usually for internal/external beta testing, minor is if the release fixes bugs and nothing else, then major for when functionality is changed or features are added.

But in the emulation world all this conformity (sp?) goes out of the window and we just do what the hell we want. not forgetting many developers see 1.0.0 as the final totally stable version (ok maybe not perfect, but you get the idea) when they cant consider it a beta program anymore, so we try to use as little number of versions as we can!
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Old June 14th, 2007   #28 (permalink)
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indeed, i get the idea

lol, then you have emulators like pj64, which run like 1.7.0.xx (xx being the current build number) >.< speaking of which, need to get into zilmar and see how progress is on the new build.... he royally stuffed the latest.... but thats discussion for another topic.

im downloading this emu as we speak and will try it out.

hmm i take it this doesn't HLE ds games, so will need ds firmware?
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Old June 14th, 2007   #29 (permalink)
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correct
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Old June 14th, 2007   #30 (permalink)
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well it managed to boot Metroid Prime : Hunters. but it was missing the bottom screen :{
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Old June 16th, 2007   #31 (permalink)
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Quote:
Originally Posted by shashClp View Post
Because Castlevania is not 2D, is pure 3D, only looks like 2D :P
Must I assume that the DS Castlevanias make graphics in exactly the same way Symphony of the Night did? Making use of polygons, even for 2D figures?
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Old June 16th, 2007   #32 (permalink)
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another big release
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Old June 21st, 2007   #33 (permalink)
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shash why i import sav file of gba file its seems have i load it always error importing files teach me pls
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Old June 21st, 2007   #34 (permalink)
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Originally Posted by kismayas69 View Post
shash why i import sav file of gba file its seems have i load it always error importing files teach me pls
As far as I know, you CAN'T import save files from the GBA atm.
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Old June 22nd, 2007   #35 (permalink)
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shash when can you apply the AR codes codebreakers codes in your project hihihihi.....
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Old June 22nd, 2007   #36 (permalink)
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shash when can you apply the AR codes codebreakers codes in your project hihihihi.....
Probably never, I'm not interested on non emulation related stuff, but I guess some other coder will implement them.
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Old June 22nd, 2007   #37 (permalink)
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i heard adding Action Replay and Codebreaker codes support is very hard for DS
Shash is it entirely possible to emulate 3d? Or will there be a halt whereby no more we can figure out a solution...?
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Old June 22nd, 2007   #38 (permalink)
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Will you two just just shut-up and wait and stop asking all these idiotic questions ShakirMole and kismayas69 (you should be banned for that nick). Maybe it it's possible, maybe it's not. Shut-up and wait and see. Or go buy a crystal ball or something, but stop bothering shash now.
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Old June 22nd, 2007   #39 (permalink)
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Quote:
Originally Posted by ShakirMole View Post
i heard adding Action Replay and Codebreaker codes support is very hard for DS
I don't know, but it shouldn't be that hard. As I already said, I'm not interested on non emulation related stuff (and that includes cheat engines, at least from my point of view).

Quote:
Originally Posted by ShakirMole View Post
Shash is it entirely possible to emulate 3d? Or will there be a halt whereby no more we can figure out a solution...?
It is possible to emulate the 3D fully, but some features will either involve not using graphics hardware (software rasterizing), or using Pixel Shaders, for certain DS features.
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Old July 4th, 2007   #40 (permalink)
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Im using a computer & a laptop. One is Pentuim 4/Intel Graphic Accelerator (128 VRAM) & other is Pentuim D/Nvidia GeForce 7300 LE (256VRAM). I tried to use the same DeSmuME 0.7.1 & using same game. The game is Castlevania: POR. The opening is kind of different. Weird...
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