Delete Function In Emu's?


deepmenace

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sorry if this has already been asked, cant find a topic specific to it anywhere tho.

as something of mame/neo-geo noob i dont really know what games are good/bad/ugly when i move them across to my SD. Therefore, i generally shove a shedload of them across and play them over the next few days.

i always think it'd be great to play, evaluate and then keep or chuck depending on quality. at that point in time. I know i could use the gp2x delete function but for ease of use it'd be great to just play somthing, think "hey, that sucks", quit out and get rid of it.

have any past emus had a delete func? is it too much to ask for devs to put it in?
 
This should go into the "cool ideas..." section. But I think the idea is reasonably. I don't think I would use it alot but also I don't think it would be very hard to integrate into an emulator. The question is: Would it be worth it when noone else would be using it?
 
FluffyPanda posted on May 8 2006 at 12:24 PM said:
DrMDX has a delete function built in.
ah, indeed it does. forgot about that one. it is the most fully featured of the emus.

i guess these little extras/features come in when the actual emulation is near enough perfect.
 
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I suppose it makes it easier. Try a rom, find it doesn't work, delete and move onto the next.

Otherwise you'll have to try each rom, and then when you find one that doesn't work, exit the emu, enter Gp2X Explorer, delete the rom, reload the emu, try next rom... Or at least make a note of the ones you are going to delete.
 
It is kind of nice when you find a bad rom or something that you can delete it without leaving the emulator. I have a crappy memory so I tend to forget what it was I was planning to delete anyway :0

So yeah, it's not exactly essential, but still kind of nice to have (and easy to implement).
 
FluffyPanda posted on May 8 2006 at 02:04 PM said:
It is kind of nice when you find a bad rom or something that you can delete it without leaving the emulator. I have a crappy memory so I tend to forget what it was I was planning to delete anyway :0

So yeah, it's not exactly essential, but still kind of nice to have (and easy to implement).

+1
 
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There's a delete function in the Atari ST emulator, many a time have I accidentally selected this function and erased a game I wanted to play <_< As long as there is a warning message such as "Are you sure you want to delete this game?" then I'm ok with such a feature but then again I'm hardly going to use it. On that note EMUs ( and games too ) that don't require a button combinations to quit ie. quit by simply pressing "start", should, in my humble opinion, feature a warning prompting the user to confirm their action.
 
FluffyPanda posted on May 8 2006 at 01:04 PM said:
It is kind of nice when you find a bad rom or something that you can delete it without leaving the emulator. I have a crappy memory so I tend to forget what it was I was planning to delete anyway :0

So yeah, it's not exactly essential, but still kind of nice to have (and easy to implement).

me too :rolleyes:
 
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deepmenace posted on May 8 2006 at 03:08 PM said:
FluffyPanda posted on May 8 2006 at 02:04 PM said:
It is kind of nice when you find a bad rom or something that you can delete it without leaving the emulator. I have a crappy memory so I tend to forget what it was I was planning to delete anyway :0

So yeah, it's not exactly essential, but still kind of nice to have (and easy to implement).

+1
+2
 
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Count me in as finding that a really, really usefull feature. I like having that feature in DrMDx, and would absolutely love it if it was in every emulator.
 
Personally, I think this is the kind of functionality that would be best handled by a unified file browser - it would save developers from re-implementing or including existing file selectors, and allow more features all in one step. Yes, there are selectors out there that programmers can grab, but I can see cases where they would be difficult to integrate - for example if a different programming language is used and it's hard to link with, or perhaps there could be issues if the selector uses SDL and the application doesn't (or is maybe a utility of some sort with no interface at all), etc.

If storage locations change in the future (possible if mounting nfs via networking, using USB storage, etc), it would isolate applications from needing any knowledge of the changes. You also get access to all the file management stuff right before & after you run an application. I think the coolest part is that if you absolutely hate the file manager, you could use an alternative one or write your own.

A problem I see with this is that not everything fits the "application loads one file" mantra - this is mostly fine for emulators, but what about programs that need to save files (text editors for example), or load other ones while running?

Despite that, all that's needed to make it work as described on the part of applications is supporting command line filename passing, which is pretty easy to implement (probably was there to begin with for many ported emulators) even if there's already a selector built in - who's gonna argue against having extra options?
 
That's a pretty good idea. I've been thinking for a while now that a plugin-based emulator would be cool. Like the DrMDx menu system but with the ability to load multiple emulator plugins and map rom file extensions to a particular plugin.

So you could fire up DrEverythingX and choose between a megadrive game using the DrMD plugin or a SNES game using the SquidgeSNES plugin, for example.

Then all the fancy menu, file handling, overclocking, control remapping, etc code could be shared amongst all emus, hopefully making it a lot easier to get a fully functional emu developed.
 
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