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Old March 8th, 2007   #161 (permalink)
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don't ditch ddraw or d3d, just improve them by adding triple buffering, this will fix the rippling issue that occurs at the top of the screen.

not everyone using emulators uses opengl compatible video cards.

spacy, im mostly a windows user so i don't care if its got linux support :P


Visual Boy Advance > Visual DS :P
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Old March 8th, 2007   #162 (permalink)
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Quote:
Originally Posted by Squall-Leonhart View Post
stability and compatibility also matter.

but there is some skipping issues with the 1.8 betas forgotten worked on, and spaceys builds suffer the same issues. (ie, in some games, you would get a slow, fast, slow, fast issue,.. but only when using filtering... this wasn't evident on older 1.7 builds.
for me it works like a charm, no slowdowns... which game is slow for you?
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Old March 8th, 2007   #163 (permalink)
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for me it works like a charm, no slowdowns... which game is slow for you?
pokemon ruby, sapphire,
FF1-2/4/5/6

all have stutteryness that occurs with or without any filtering levels

i compared the %'s and 1.8 seems to usually be around the 85-90% mark, where as 1.7 is always 98-100%

it indicates the core isn't working efficiently in the newer builds to give decent emulation performance
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Old March 9th, 2007   #164 (permalink)
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pokemon ruby, sapphire,
FF1-2/4/5/6

all have stutteryness that occurs with or without any filtering levels

i compared the %'s and 1.8 seems to usually be around the 85-90% mark, where as 1.7 is always 98-100%

it indicates the core isn't working efficiently in the newer builds to give decent emulation performance
what's your cpu?
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Old March 9th, 2007   #165 (permalink)
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AthlonXP 3000

it does the same thing on a Duron 1100, 1.7 works fine at 98-100%

1.8 has the issue at 85-94%

the issue is that it appears to slow down, then go back to normal, then slows down again.. and repeats this behaviour.

oh i just remembered.... it wasn't the slowdown in 1.8

the slowdown occurs in spacey's 1.7.x builds

i had another issue with 1.8.. i just can't remember :|

Quote:
Originally Posted by dramo1 View Post
Thanks for your input. Yeah I think I'm up to it At the moment the source isn't organised very well, so my idea to remove certain 'extra' functionality was to take VBA back to a stage where the core emulation is the focus. Then once the speed bugs which plagued the 1.8.x series are resolved, said features can be re-implemented (in a different/more efficient way if necessary). The kind of functionality I speak of are things like customizing your own keyboard shortcuts, skin support, and temporarily removing the graphical filters so as to find out what's going on with the use of D3D/DDraw/OGL/SDL/whatever :P

BTW I'm inclined to ditch D3D/DDraw entirely in favour of OGL... but we'll see what happens -- it's still early days, I'm not gonna make any crazy promises just yet

But if anyone has any ideas or requests, or would like to help out, just let me know here or via PM or e-mail... or MSN even.

EDIT: I'm definitely forking. There's no way my changes would even be considered on the official branch To start with, I'm removing Linux/SDL support entirely, as well as everything I mentioned above. The plan is to eventually (and I mean eventually) add NDS support. Visit NitroBoy Development Blog for updates.

you should keep Ddraw in as it works without issues
but if you do keep Direct3D in, it needs a Triplebuffering feature to fix the screen tearing that occurs

Opengl could do with one as well as sometimes the video cards control panel doesn't have an option for triplebuffering

also spaceys builds had a configuration gui, which would be cool to have...

you should also find out if ngemu or emutalk will give you some forum space :P
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Old March 9th, 2007   #166 (permalink)
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Are there any specific reasons to use OGL over DDraw then? And what's the point of using D3D when I can just use DDraw? Yeah I'll be redesigning the GUI too.
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Old March 9th, 2007   #167 (permalink)
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OGL provides hardware acceleration, so can overcome the limitation of slower cpu's

where as most intel extreme video chips don't have adequte opengl, so will need Ddraw or D3d, but have faster proecssors

Spacey's builds had OGL removed to my dismay, as i had to use D3d without triplebuffering oh.. the ugly horrors of screen tearing.

if you can get Triple buffering to work on D3D... then maybe it'd be harder to say opengl is better..... as it stands now, Opengl works fine MOST of the time, sometimes it has some tearing, but it usually occurs when wlm pops up a notification window :P

Ddraw has tearing only when the top menu is showing, and when triplebuffering is off.

(tbh, i think it was silly to make triplebuffering for ddraw only, instead of a universal option)

and can someone tel me wtf full screen max scale actually does.. coz it doesn't appear to do anything :|

and the Skin selection items should be moved from the render method menu to the emulator menu...
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Old March 9th, 2007   #168 (permalink)
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I'll be redesigning the GUI too.
what about redesigning the cheat listing too?
  • PJ64 based cheat listing



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Old March 9th, 2007   #169 (permalink)
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what about redesigning the cheat listing too?
  • PJ64 based cheat listing


actually... that gui box is replaced in 1.7



and if it can be done... i'll help in compiling the cheat database

i have one request though

i would prefer if it didn't reset the controls, back to keyboard defaults, if my gamepad is not plugged in.
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Old March 9th, 2007   #170 (permalink)
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All these requests, better get crackin

I think I'll start with fixing the graphics problems. I'll take a look now and see what I can muster I think it'd be a good idea to also draw up a roadmap detailing the priority and order in which I'll be revising the code. The layout of the source is a mess. I really like the way zsnes' source code is laid out. I'm thinking something along those lines for this; at the moment it's all everywhere :|
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Old March 9th, 2007   #171 (permalink)
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i also think VBA-Over should be made part of a database that comes with the emulator.

Quote:
Originally Posted by Spacy View Post
Hi, I just replied to your PM, but I saw too late that you'll fork either way. I would still be happy if I could give you CVS access so you could try to give some things back to the official branch. On the other hand, who the hell is interested in the official version, anyway?

I really do support your opinion on removing useless stuff, so VBA would be much more platform-independant from the same code base.
I think the GB and the GBA core also need some kind of seperation, because it would be great if they just could be compiled seperately if wished. I also think that forking is the best thing to do for you, so you have all the freedom you want. But I think you should not currently think about the NDS. I think VBA should always stay a GBA emulator, I also do not care about GB/GBC. One thing for one purpose, that's how it should be.

Good luck, keep up the spirit
just read this

in all reality, if its going to be a GBA emulator, then it needs to support GB and GBC games, as thats what the GBA does.

i also could never see myself using anything other then VBA or anything built from it, to play GB and GBC games as it is acually much better then most of the GB emulators.

VisualBoy Advance was made to replace VisualBoy i do believe.... and development was stopped on VisualBoy

-------------------------------

apparently costis continued the 1.8 project and released a final :|

VBA 1.8 Final by Costis


even though this has a lower version number (1.8.0.600), it was compiled in 2006
1.8b3's last modified date is 2005 (1.8.0.603)

just checked the about box and it also mirrors the fact that its newer

...who the hell is costis anyhow?
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Old March 9th, 2007   #172 (permalink)
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You wouldn't happen to have the source for that would you? If it's newer and better than the official.
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Old March 9th, 2007   #173 (permalink)
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Quote:
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You wouldn't happen to have the source for that would you? If it's newer and better than the official.
actually, i just found out, that this so called final, is the work spacey and pokemon hacker did, before spacey started on his own VBA-S builds.

maybe spacey can get you the source code for it.

i would suggest getting the source from 19/06/2006

the source from august 2006 has most megaman gba games broken
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Old March 9th, 2007   #174 (permalink)
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and if it can be done... i'll help in compiling the cheat database
me too mainly my codes that i posted at codebreaker forums and in my site
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Old March 9th, 2007   #175 (permalink)
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i dislike the people at code breakers, they flamed me coz i asked for help creating a GS Code to fix the broken photo triggered events in Pokemon Snap
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Old March 9th, 2007   #176 (permalink)
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Originally Posted by Squall-Leonhart View Post
i also think VBA-Over should be made part of a database that comes with the emulator.



just read this

in all reality, if its going to be a GBA emulator, then it needs to support GB and GBC games, as thats what the GBA does.

i also could never see myself using anything other then VBA or anything built from it, to play GB and GBC games as it is acually much better then most of the GB emulators.

VisualBoy Advance was made to replace VisualBoy i do believe.... and development was stopped on VisualBoy

-------------------------------

apparently costis continued the 1.8 project and released a final :|

VBA 1.8 Final by Costis


even though this has a lower version number (1.8.0.600), it was compiled in 2006
1.8b3's last modified date is 2005 (1.8.0.603)

just checked the about box and it also mirrors the fact that its newer

...who the hell is costis anyhow?

Are you sure about that?????

I had a look at that exe and it just looks like some wip build of the official VBA CVS code. It has my JoyPad-Config-Fix applied, as I can see, and a newer Direct3D engine.

So that exe shouldn't be something special. The code was the CVS one.

@dramo
What happened to your project blog?

EDIT: Oh, now it's working again.

Last edited by Spacy; March 10th, 2007 at 19:09..
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Old March 9th, 2007   #177 (permalink)
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i dislike the people at code breakers, they flamed me coz i asked for help creating a GS Code to fix the broken photo triggered events in Pokemon Snap

codebreaker is for codebreaker codes, there is no support for GS there
GS only steal codes, that's why.
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Old March 10th, 2007   #178 (permalink)
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@dramo
What happened to your project blog?
What do you mean? It's there.

NitroBoy Development Blog
nitroboy - Google Code
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Old March 10th, 2007   #179 (permalink)
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Are you sure about that?????

I had a look at that exe and it just looks like some wip build of the official VBA CVS code. It has my JoyPad-Config-Fix applied, as I can see, and a newer Direct3D engine.

So that exe shouldn't be something special. The code was the CVS one.

@dramo
What happened to your project blog?
yeah, i checked and this is one of the builds you worked on post beta 3.

i got the latest wip and the one before it.

20/6/06 wip is the last wip that had Megaman working properly :P

31/7/06 doesn't

Quote:
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codebreaker is for codebreaker codes, there is no support for GS there
GS only steal codes, that's why.
i went to the code breaker site, coz they've made other code hacks to fix N64 games. :P
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Old March 10th, 2007   #180 (permalink)
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i went to the code breaker site, coz they've made other code hacks to fix N64 games. :P
they used to support gs codes, but not anymore.
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