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Old June 18th, 2008   #21 (permalink)
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Originally Posted by mudlord View Post
and the FPS counter idea sounds cool. I might check it out :P
yeah it'd be best to implement it soon, so you know if speed is impacted from any future changes
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Old June 19th, 2008   #22 (permalink)
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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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Old June 19th, 2008   #23 (permalink)
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yeah it'd be best to implement it soon, so you know if speed is impacted from any future changes
Where do you want it? In the title bar? As a onscreen texture/quad? As 3D rendered text?
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Old June 19th, 2008   #24 (permalink)
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In the title bar sounds more appropriate.
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Old June 19th, 2008   #25 (permalink)
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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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Old June 20th, 2008   #26 (permalink)
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Originally Posted by mudlord View Post
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
DON'T DROP DIRECTINPUT!
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.

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Originally Posted by mudlord View Post
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;
    }
}
nice

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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Old June 20th, 2008   #27 (permalink)
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New update.

Added sound via SDL.
Added support for @ES.

If anyone wants to try this out, please get in touch.
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Old June 20th, 2008   #28 (permalink)
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Do you plan to make a linux port?
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Old June 20th, 2008   #29 (permalink)
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Considering there are much more accurate emulators out there for Linux, no.
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Old June 20th, 2008   #30 (permalink)
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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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Old June 20th, 2008   #31 (permalink)
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Are those shots using Squalls palette? It may just be my monitor, but the Mario Bros. sky looks a little red.
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Old June 20th, 2008   #32 (permalink)
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Quote:
nice

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.
winmm.lib offers timeGetTime() for better accuracy. AFAIK, thats the best timer there is in the Windows API. And its a standard function.

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Are those shots using Squalls palette?
No.
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Old June 20th, 2008   #33 (permalink)
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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!
heres another pic of it in action



Quote:
Originally Posted by mudlord View Post
winmm.lib offers timeGetTime() for better accuracy. AFAIK, thats the best timer there is in the Windows API. And its a standard function.
i took a look at this webpage when determining which timer function i should use for PCSX2's frameskipping.
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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Old June 20th, 2008   #34 (permalink)
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timeGetTime() can be pretty inaccurate by around ~10ms
I seen, though Ryan says that it has a better timer resolution than GetTickCount()....Then goes on about other timers.....

In any case, I'm definately bookmarking his research paper on it. Could be useful.

Quote:
perhaps thats why the FPS output reads 61fps instead of 60?
Thing to remember is, I'm rounding that number :P. If I do it in FP notation, then it might be more usable.
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Old June 20th, 2008   #35 (permalink)
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Thing to remember is, I'm rounding that number :P. If I do it in FP notation, then it might be more usable.
yeah i was thinking rounding could also be the reason.
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Old June 21st, 2008   #36 (permalink)
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Optimized file size.....

Bloated? Opinions?
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Old June 21st, 2008   #37 (permalink)
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Very small size, for the functionalty
Demoscene 64k material
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Old June 21st, 2008   #38 (permalink)
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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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If I support the game company, then I won't won't be supporting the blank DVD business.

Decisions, decisions.

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Old June 21st, 2008   #39 (permalink)
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It would be good for ports to different consoles. Small and simple is the best type of emulators to port.
The emu core is designed for that in mind 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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Old June 21st, 2008   #40 (permalink)
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Added support for custom pixel filters.

Requires a video card with support for GLSL shaders. Which means, you need basically a DX9 level card.
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