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#21 (permalink) | |
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You're already dead...
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2007
Location: Post-Apocalyptic Earth
Posts: 3,908
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yeah it'd be best to implement it soon, so you know if speed is impacted from any future changes
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#22 (permalink) |
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Banned
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Location: Lost.
Posts: 1,767
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Implemented DirectInput8 support. I'm surprised how easy it was to add. Just took a matter of minutes. Though I'm considering dropping it since Microsoft officially doesn't condone its use, and rather the use of Raw Input when using keyboards...Though it works great in Munes
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#24 (permalink) |
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And the science gets done
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2004
Location: Perpetual Pompei
Posts: 7,221
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In the title bar sounds more appropriate.
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#25 (permalink) |
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Banned
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Done. Code:
void FPS(HWND hWnd)
{
static float fps = 0.0f;
static float previousTime = 0.0f;
static char strFPS[20] = {0};
float currentTime = (GetTickCount() * 0.001f);
++fps; // Increment the FPS counter
if( currentTime - previousTime > 1.0f )
{
previousTime = currentTime;
sprintf(strFPS, "MuNES - FPS: %d", int(fps));
SetWindowText(hWnd, strFPS);
fps = 0.0f;
}
}
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#26 (permalink) | |||
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You're already dead...
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Location: Post-Apocalyptic Earth
Posts: 3,908
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Quote:
microsoft just wants to promote xInput ![]() people that have DirectInput Gamepad Drivers (like me ) won't work with anything else.the best thing would be to just make an option to switch between input modes. Quote:
although i like QueryPerformanceCounter() better for its accuracy ![]() but since you mentioned you want support from old systems like win95; i think older hardware has issues with it, or doesn't support it.
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#30 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2002
Location: Austria (originally from Dominican Republic)
Posts: 2,381
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Here´s a pic Showing this awesome nes emu in action through @ES ![]() keep up the good work Mudlord this emu rocks!
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Current development tools: Visual C++.net, Visual C#.net Visual VB.net, Visual Webdeveloper.net Bloodshed Dev C++, Borland C++ Visual Basic 6 |
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#32 (permalink) | ||
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Quote:
Quote:
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#33 (permalink) | |||
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You're already dead...
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Quote:
![]() ![]() Quote:
Timing in Win32 timeGetTime() can be pretty inaccurate by around ~10ms perhaps thats why the FPS output reads 61fps instead of 60?
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#34 (permalink) | ||
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Banned
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Quote:
In any case, I'm definately bookmarking his research paper on it. Could be useful. Quote:
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#35 (permalink) | ||
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You're already dead...
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Location: Post-Apocalyptic Earth
Posts: 3,908
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Quote:
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#37 (permalink) |
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And the science gets done
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Location: Perpetual Pompei
Posts: 7,221
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Very small size, for the functionalty ![]() Demoscene 64k material
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#38 (permalink) | |
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Menthol Flavored
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Location: Maryland, USA.
Posts: 3,843
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It would be good for ports to different consoles. Small and simple is the best type of emulators to port.
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#39 (permalink) | |
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Banned
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Quote:
Plus, it has a nice core interface system. Although, I abstracted it more so my emu has:* MuNES_GUI.cpp * MuNES_Core.cpp (has all I/O functionality) * MuNES_OpenGL.cpp * Sync_Audio.cpp Which means, all code is easily laid out in case I open source this in the future. |
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