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Old August 11th, 2008   #61 (permalink)
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Any new features in the new release (or the next release) beside then reducing the exe file rate with functions.
(I need my turbo buttons, ability of mapping any button from any device, fullscr...etc).

J/K, thanx for the release.
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Old August 11th, 2008   #62 (permalink)
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There's been plenty features already, for such a small filesize.
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Old August 11th, 2008   #63 (permalink)
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Yeap, but tryied to play GLAXIAN, it was a pain without Turbo Buttons (well it works flawlessly though ) to shoot.
But I appreciate his work, no I respect what he did in no time, he's really talented.
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Old August 11th, 2008   #64 (permalink)
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Quote:
(I need my turbo buttons, ability of mapping any button from any device, fullscr...etc).
Quote:
I need my turbo buttons
Why? Is this emu meant to be a benchmark or something....
I COULD add benchmarking features, if you really want tho.....

Quote:
fullscr
Sounds fair. What reses do you want? Personally I rather 640x480,800x600, or 1024x768 (I only have a 15 inch CRT). Keep in mind to keep filesize down, I might have to vary how I do this, compared to applications that are not as strictly optimized to have zero bloat...
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Old August 11th, 2008   #65 (permalink)
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Quote:
Sounds fair. What reses do you want? Personally I rather 640x480
640 X 480 will be the best choice, I presume.

Quote:
(I only have a 15 inch CRT)
Same here.

Quote:
I might have to vary how I do this, compared to applications that are not as strictly optimized to have zero bloat...
its not you have to ; Its do you want to, and yes optimized logarithms(SRC) vary from a coder to another.
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Old August 11th, 2008   #66 (permalink)
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Any new features in the new release (or the next release) beside then reducing the exe file rate with functions.
* Optimized graphics rendering. Involved rendering pure RGB565 colour instead of converting to RGB888 and then blitting.
* Removed redundant features (demo, screenshots).
* Rewrote shader code to work fully on ATI cards
* Planning on adding support for Pete's OpenGL2 plugin shader format, so shaders from his plugin can be used.
* Planning to add DirectDraw support
* Work has been taken to completely replace SDL with a custom DirectSound implementation by byuu.
* Planning to multithread the emulator's renderer. Should help speed.

Of course, the actual release log might differ to this depending on size constraints. If I can get my hands on a PSP, then I might port it to PSP.
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Old August 11th, 2008   #67 (permalink)
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Great, thanx for the Change log.
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Old August 13th, 2008   #68 (permalink)
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Okay, current changelog:

* Optimized graphics rendering. Involved rendering pure RGB565 colour instead of converting to RGB888 and then blitting.
* Removed redundant features (demo, screenshots).
* Rewrote shader code to work fully on ATI cards
* SDL no longer required (the extra sound support added 10KB of code)

Which means I have 16.8KB left to add stuff.....
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Old August 13th, 2008   #69 (permalink)
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Quote:
Originally Posted by mudlord View Post
Okay, current changelog:

* Optimized graphics rendering. Involved rendering pure RGB565 colour instead of converting to RGB888 and then blitting.
* Removed redundant features (demo, screenshots).
* Rewrote shader code to work fully on ATI cards
* SDL no longer required (the extra sound support added 10KB of code)

Which means I have 16.8KB left to add stuff.....
nice

Submitting the improved version into the compo Mudlord?
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Old August 13th, 2008   #70 (permalink)
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Since the compo only recognises "major" revisions to a emulator, I am not sure if the current 1.2 rls in devel qualifies as such.
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Old September 11th, 2008   #71 (permalink)
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Discuss.
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Last edited by mudlord; September 11th, 2008 at 11:35..
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