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#41 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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can you maybe point me to a good example? most examples i fine do not even do anythign remotely like that so trying to figure it out has always been very tough, methods i have found are flawed at best and are either very slow or do not work right at all. i will pull the video and see if it works in windows media player or find out why it wont, just give me a bit and i will try to get it fixed. edit: i re-encoded the video into a wmv file and tested it on wmp 11 but should work on any other version i would think if its version 9+ as its made with the wmv9 codec. its located here: http://fanetworks.net/~swatgod/video/demo.wmv hope it works. Last edited by Hatorijr; March 18th, 2009 at 14:40. |
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#44 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,475
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Quote:
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[Sagat] Windows XP x64 Pro | AMD Athlon 3000+ (~2.0GHz) | NVIDIA GeForce 6600 PCI-E | Realtek AC97 Audio | 512MB Ram | NVIDIA NForce 4-4X chipset | Seagate HDD 160GB | LG 8614 DVD-ROM | HP DVD 1040d CD/DVD -/+ RW w/ LightScribe [Raylene] HP dv2000 | Windows Vista Home Premium | Intel Core2 Duo @2.2GHz | NVIDIA GeForce 8400 GS 128Mb (Dedicated) + 1264Mb (Shared) | 3GB Ram | 220GB HDD GeneralEmu - December 27, 2005 and beyond! Shogun3D Interactive (I try to update it every day now) Shogun's Cxbx Dev Blog |
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#46 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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hey dax i would suggest trying to get the method i used to work in c++ which i am sure would not be to hard, it really works great and directx c++ examples are a lot easier to come by .also thanks blueshogun96 and dax for both mentioning this similar method as it really did work wonders for speed .
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#47 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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trying to switch the renderer over to directx to make it more friendly for people to get up and running once i release it, but it has a bug where part of a line wont render and unsure as to why, it only happens on menus but while ingame the bug is not there. i made a debug function that output the current screen to a console window and it shows perfectly fine so its not the way i draw to the texture, and its only part of a line, not the entire line. |
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#48 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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fixed almost everything in space invaders so i can release it soon, only problem left to tackle is that right before the alien is supposed to come out and reverse the upside down y, it crashes from an overflow in the memory, i know where its crashing but as of now not sure why its crashing exactly. at the point where it gets to the section that causes the crash, the H register pair is already to big and not sure exactly why, if anyone is familiar with space invaders pretty well and may have an idea, i would really appreciate it ^_^. edit: apparently the memory buffer for space invaders needs to be 0x41B9 bytes instead of 0x4000 bytes for it to get past the crash and to work correctly. Last edited by Hatorijr; March 31st, 2009 at 13:15. |
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#50 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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Here it is, my complete space invaders emulator, with support for remapping all controls, configuring the dip switches and also control of the colors used to color the pixels. This requires managed directx and .net framework 2.0 as the requirements. have fun and report any errors/bugs you find so i can fix them asap. Edit: since it is april fools day i am just covering my bases and stating for the record, this is not an april fools day joke .
Last edited by Hatorijr; May 11th, 2009 at 07:42. |
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#52 (permalink) |
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ライチュウ
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: USA
Posts: 3,277
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I figured rather than start another thread for Space Invaders, we could use this thread as our generic Space Invaders thread. I started working a little bit on Space Invaders on Thursday. I've got ROM loading and memory reading and writing done[the most basic stuff, but still needs to be done]. I've almost finished 'decoding' the opcodes in Intel's documents as well, with little trouble, so I think things will be looking up so far. I'll finish Chip8 scrolling at some other point when I'm feeling bold. Could a moderator perhaps rename this thread to Space Invaders Thread, and sticky it? Hatorijr gave permission to do so.
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#53 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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Thanks to some advise by mudlord, i made a small change to my video class that fixed the one known crash in my space invaders emulator. I added in error checking for the texture creation so it will not completely crash if it fails to create the texture to draw on. Edit: Added a restart command to the emu, allowed menus to be opened during execution but all settings will be read-only. A new bug was found today, it seems so far on one pc an issue was found that prevent the emu from loading and using my config file for the emu which would cause a crash on start up. i have put in code to fix the start up issue but a full fix has not been implemented yet. also fixed an issue found by dax where the key bindings changed by the user did not take effect until the emu was restarted. Last edited by Hatorijr; May 12th, 2009 at 08:31. |
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#54 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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decided with the changes i made to just make a new post. i have created a temporary fix to the issue where the emu was unable to read the application config file. all sound samples now have global focus so they play even when the emu is out of focus. put in extra error checking code to prevent more crashes. also fixed an issue where the emu was really running at only 40 fps instead of 60. enjoy this latest release, as always, report any issues noticed. and a big thank you to nosound and dax for beta testing .
Last edited by Hatorijr; May 15th, 2009 at 21:29. Reason: update zip file |
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#55 (permalink) |
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Registered SuperKyo
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2008
Location: Brinstar
Posts: 2,768
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No problem, this emu works awesome. It became even more challenging from FPS jump as you said ![]() And I don't know, if it's bug or not. Sometimes, when I'm watching demo, "Play" sign shows "Y" letter inverted. Don't really know if this should be in game, but it happens only from time to time.
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Also known as nosound.97
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#57 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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yea its part of the rolling demo, it was a royal pain to get working and was the last game bug i fixed as until i boosted the amount of ram available to the game, it crashed before showing that part. as space invaders requires just under 0x4200 bytes of memory to operate completely. Edit: updated the file as i changed some stuff in the emu. For the time being, emu is capped at 60-64 fps until i can figure out what has caused the cap, but when i can get around it i may put in an option to change the speed and add more difficulty to the game. Seems somewhere other than my timer or video class has put the cap in place, if anyone has any ideas, feel free to post them, using c# btw. Last edited by Hatorijr; May 13th, 2009 at 13:35. |
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#60 (permalink) |
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Emu Author
![]() ![]() ![]() Join Date: Dec 2004
Location: North Carolina
Posts: 373
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after a bit of work and some more testing by dax, my emu now has zip support. if can choose to either load the resources using the zip file or you can extract them and use those instead, just you would need to delete the zip file or you can mix and match, just make sure if you want the emu to load files outside the zip file, to delete the files inside the zip first or it will default to load it from the zip file first. Last edited by Hatorijr; May 16th, 2009 at 04:09. |
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