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Old June 21st, 2008   #41 (permalink)
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Very neat
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Old June 21st, 2008   #42 (permalink)
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Old July 17th, 2008   #43 (permalink)
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MuNES 1.0 - RetroEmu Forums - Your #1 Retro Emulation & Gaming Site

And its public.
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Old July 17th, 2008   #44 (permalink)
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Thanks for the release mudlord.
I gave it a try and it's pretty neat.
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Old July 19th, 2008   #45 (permalink)
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That crys for a demoscene release!
Could you upload it here at ngemu? (No need to create an retroemu.com account.)
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Old July 19th, 2008   #46 (permalink)
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http://vba-m.ngemu.com/personalpage/...unes_final.zip

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That crys for a demoscene release!
I hardly think this is worthy for the scene.
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Old July 19th, 2008   #47 (permalink)
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Thanks for the upload.

There are some funny things in the scene: A demo running in an overclocked 'spectrum' emu within 64k (http://pouet.net/prod.php?which=50107). Or a 64k C64 emu by farbrausch (http://pouet.net/prod.php?which=24547).

Damn Intel graphics: I only get aroung 50fps in MuNES on a 1.3GHz Celeron M machine here.
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Old July 19th, 2008   #48 (permalink)
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Damn Intel graphics: I only get aroung 50fps in MuNES on a 1.3GHz Celeron M machine here.
If I can find some decent DirectDraw tutorials...that should speed it up a lot.

The NES core certainly ain't the bottleneck, thats for sure.

The real bottleneck comes from the realtime 16bit RGB to 24-bit/32-bit colour conversions and then rendering the internal 256-240 NES video buffer into a 256-256 POT texture. And then stretching it and blitting in 3D.

Sorry about that. If I could find a decent way to do it in OpenGL without the important colour conversions, it should speed it up a fair bit. Pity the logo needs 32bit colour.

*facepalm*

Found the way to optimize it: It was staring in my face the whole time:
GL_UNSIGNED_SHORT_5_6_5

Forgot I was converting RGB565 to RGB888 when I could simply bypass that step and just render to the native texture format. I am so stupid sometimes....

Last edited by mudlord; July 19th, 2008 at 23:33. Reason: Automerged Doublepost
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Old July 21st, 2008   #49 (permalink)
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Don't worry Mudlord we are human que make little mistakes sometimes or we don't notice certain things even the most skilled programer can have a mistake, great job mudlord keep it up
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Old July 31st, 2008   #50 (permalink)
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Don't worry Mudlord we are human que make little mistakes sometimes or we don't notice certain things even the most skilled programer can have a mistake, great job mudlord keep it up
Thanks.
At least now VRAM usage is now down, due to me rendering in pure 16-bit RGB565 color. Which means it should now work on Voodoo cards.

I wonder really how low can I go....

I managed to optimize the renderer in the process, saving around 10KB in disc space. All I need to do now is get rid of the dependancy of SDL now.....
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Old July 31st, 2008   #51 (permalink)
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Nice Project Mudlord.

Wish you would get interested in developing for the PSP.

Btw, Do you have a PSP?
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Old August 1st, 2008   #52 (permalink)
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Wish you would get interested in developing for the PSP.

Btw, Do you have a PSP?
If I have a PSP, I would definately be interested in PSP development.

So, no, I don't have one currently.
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Old August 1st, 2008   #53 (permalink)
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Any reason why not atm?
Economics, interests, other.
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Old August 1st, 2008   #54 (permalink)
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Economics, interests, other.
Mainly economic reasons.
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Old August 1st, 2008   #55 (permalink)
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We need the precise location of a tip jar.
Or a shipping adress? ;P
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Old August 1st, 2008   #56 (permalink)
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We need the precise location of a tip jar.
Or a shipping adress? ;P
I am considering adding a PayPal address for donations only.

Like Gabest has for his stuff. And Paypal hasn't bothered him.
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Old August 1st, 2008   #57 (permalink)
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Please do so.
Just don't use it as beer money.

You would be a great addition to get on the psp camp.
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Old August 10th, 2008   #58 (permalink)
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I've set up a Paypal account, just waiting on my bank statement so I can verify my account.

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Damn Intel graphics: I only get aroung 50fps in MuNES on a 1.3GHz Celeron M machine here.
Can you try this please?
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Old August 10th, 2008   #59 (permalink)
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Getting 60fps on the same machine now. Nice work .
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Old August 10th, 2008   #60 (permalink)
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Getting 60fps on the same machine now. Nice work
Looks like then I will fix up some things before version 1.2 to be released
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