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#202 (permalink) |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2007
Location: not that you need to know....
Posts: 1,580
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Indeed so, but I rather not use hacks.
There is a way though, to force the renderers to use 16 bit in a 32bit desktop, so that your desktop settings don't get affected. Tried this out today while rewriting some GFX code, and suffice to say, worked quite well as a workaround. Might add it as a extra INI setting.... |
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#204 (permalink) |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2007
Location: not that you need to know....
Posts: 1,580
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...And if thats the case, why do we need 32-bits precision when the GBA needs only 16-bit? Thats whats got me thinking. Honestly, I'm starting to think 32-bit usage in this emulator is only the placebo effect working, unless I get objective evidence to prove 32-bit is "better". Afterall, isn't it the point of any emulator to do it accurately?
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#206 (permalink) | |
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Registered User
![]() Join Date: Oct 2007
Location: Valencia, CA
Posts: 52
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Quote:
Last edited by djrobx; November 19th, 2007 at 02:44. |
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#207 (permalink) |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2007
Location: not that you need to know....
Posts: 1,580
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Yeah, I seen your colour hacks for HQ3x/HQ4x. First time around they didnt work. I might have a relook again.
EDIT: Second time around, failed too. Sigh, I found the only effective manner, like VBASmooth, was to enforce 16-bit rendering. Last edited by mudlord; November 19th, 2007 at 04:35. |
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#208 (permalink) |
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Registered User
![]() Join Date: Oct 2007
Location: Valencia, CA
Posts: 52
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Forcing 16 bit rendering just forces the emulator to produce a 16 bit source regardless of the display mode. We will need to add code to convert the 16 bit output of the filter to 32 bits. Don't worry, I'll take care of it.
-- Rob Ok, committed (SVN 95). I had to add some strange math to the height values in order for the RPI filter to render the full frame (in either 16 or 32 bit mode). New glitch I noticed when testing this: Once in 32 bits, sometimes the emulator doesn't want to go back to 16 bits. The only way I could get D3D to go back to 16 bits was to switch to DirectDraw mode. Will investigate later. Last edited by djrobx; November 19th, 2007 at 08:06. Reason: Automerged Doublepost |
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#209 (permalink) | ||
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2007
Location: not that you need to know....
Posts: 1,580
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Quote:
. Quote:
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#210 (permalink) | ||
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Registered User
![]() Join Date: Oct 2007
Location: Valencia, CA
Posts: 52
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Yeah, I'm going to have to see if I can find the source to an RPI filter to find out what's up with that height parameter. The behavior is consistent across all the various filters, and everything seems to work OK but the possibility of overshooting buffers makes me nervous.
Quote:
Quote:
-- Rob |
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#211 (permalink) | |
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Refreshing Your Profile
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: In your butt. If I'm not there, I'm in Maryland, USA.
Posts: 3,022
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Quote:
Welcome to the official 2XPM Homepage! Eidolon's Inn : Plugins |
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#212 (permalink) |
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Registered User
![]() Join Date: Oct 2007
Location: Valencia, CA
Posts: 52
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Thanks, Cloud!
That makes the problem pretty clear. lq3x: for (y = 3; y < rpo->SrcH; y++) lq4x: for (y = 4; y < rpo->SrcH; y++) scale2x: for (y = 2; y < rpo->SrcH; y++) Makes no sense at all why you'd skip "scaleFactor" lines of the source. I hope all rpi's are implemented with this "feature" uniformly. :/ -- Rob |
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#213 (permalink) |
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VBA-M Team
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Australia
Posts: 5,785
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the save type detection is broken on Pokemon Blue, Red Yellow and Green
it disables saving because of this. also Borders are not loaded from Gold or Silver this dates back to the 1.8wip source but is not an issue in the official beta 3
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#214 (permalink) |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2007
Location: not that you need to know....
Posts: 1,580
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Uploaded builds of SVN 104
Includes new SDL-based Win32 build. Note that it is command-line based for commands. |
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#215 (permalink) |
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Emulation Master
![]() ![]() ![]() Join Date: Mar 2004
Location: in-hell
Posts: 389
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Btw: again the message:
"Error: Couldn't create socket!" if I want to use my old VBA.INI...
__________________
The Future of Emulation: Emulate a High End Computer on a Low End System
Current PC specs: ![]() Portable: Intel C2D T7250 (2x2.0Ghz, 800Mhz) | 2048 MB DDR2 PC800 | Geforce Go 7950 GTX PCI-E | Realtek HD Audio | 180Gbyte Internal SATA2 + 4x500GB external | Windows Vista Business X64 MSDNAA Desktop: AMD Athlon 64 X2 4200+ (2x2.5Ghz, S939) | MSI KbT Neo2-F V2.0 | 2x1GB Corsair Value VS1GBKIT400 | MSI Geforce NX 7800GS-TD256/AGP8x | Creative SB Audigy LS | 2,5TB (4 SATA2 HDDs in Raid0) | Windows Vista Business MSDNAA ![]() Visit my Blog |
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#216 (permalink) | |
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Registered User
![]() Join Date: Oct 2007
Location: Valencia, CA
Posts: 52
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Quote:
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#217 (permalink) | |
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Emulation Master
![]() ![]() ![]() Join Date: Mar 2004
Location: in-hell
Posts: 389
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Quote:
Btw, here's my INI: Code:
[preferences] language=0 languageName= frameSkip=1 gbFrameSkip=0 autoFrameSkip=0 vsync=0 synchronize=1 stretch=0 video=0 defaultVideoDriver=1 fsAdapter=0 fsWidth=0 fsHeight=0 fsColorDepth=0 fsFrequency=0 renderMethod=1 windowX=0 windowY=0 useBios=0 skipBios=0 soundEnable=783 soundOff=0 soundQuality=2 soundEcho=0 soundLowPass=0 soundReverse=0 soundVolume=0 soundInterpolation=0 ddrawEmulationOnly=0 ddrawUseVideoMemory=0 tripleBuffering=1 d3dFilter=0 glFilter=0 glType=0 filter=0 LCDFilter=0 disableMMX=0 disableStatus=0 showSpeed=0 showSpeedTransparent=1 gbPrinter=0 pauseWhenInactive=1 useOldSync=0 captureFormat=0 removeIntros=0 recentFreeze=0 autoIPS=1 disableSfx=0 saveType=0 ifbType=0 flashSize=131072 agbPrint=0 rtcEnabled=0 autoHideMenu=0 skinEnabled=0 skinName= borderOn=0 borderAutomatic=0 emulatorType=0 colorOption=0 priority=2 autoSaveCheatList=0 gbPaletteOption=0 gbPaletteCount=48 gbPalette=FF7FB5568C310000FF7FB5568C310000FF7FB5568C310000FF7FB5568C310000FF7FB5568C310000FF7FB5568C310000A4 rewindTimer=0 recent0= recent1= recent2= recent3= recent4= recent5= recent6= recent7= recent8= recent9= joypadDefault=0 autoLoadMostRecent=0 cheatsEnabled=1 fsMaxScale=0 throttle=0 pluginName= saveMoreCPU=0 LinkTimeout=1000 Linklog=0 RFU=0 linkEnabled=0
__________________
The Future of Emulation: Emulate a High End Computer on a Low End System
Current PC specs: ![]() Portable: Intel C2D T7250 (2x2.0Ghz, 800Mhz) | 2048 MB DDR2 PC800 | Geforce Go 7950 GTX PCI-E | Realtek HD Audio | 180Gbyte Internal SATA2 + 4x500GB external | Windows Vista Business X64 MSDNAA Desktop: AMD Athlon 64 X2 4200+ (2x2.5Ghz, S939) | MSI KbT Neo2-F V2.0 | 2x1GB Corsair Value VS1GBKIT400 | MSI Geforce NX 7800GS-TD256/AGP8x | Creative SB Audigy LS | 2,5TB (4 SATA2 HDDs in Raid0) | Windows Vista Business MSDNAA ![]() Visit my Blog |
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#220 (permalink) |
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Registered User
Join Date: Dec 2006
Location: Australia
Posts: 18
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VS 2008 Project Files
There you go didn't have to make any changes at all for it to work. Project files are the rtm version |
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