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  1. SolarLune

    Sdl & C++ Not Really Working...so Where's The Basic At?

    Oh, well then... I find it to be fine for learning some things, though I haven't run through the whole tutorial in any manner. Anywho, if you have problems with color-keying, then go with .PNG files with built-in transparency. However, just a thought about color-keying: Color-keying works by...
  2. SolarLune

    Confused By Overclocking..

    Yeah, I'll see if overclocking my Caanoo from GMenu2x will affect FPS on SNES or other games.
  3. SolarLune

    Changing Button Mastersystem/selectin Diff Player Mame

    For MAME, press I and II together to access the in-game menu and change the button bindings there.
  4. SolarLune

    Potential Caanoo Buyer Question

    I believe you COULD exchange the battery from the Caanoo, but it's not really user-exchangeable by default. You'd have to remove the screws in the back, and access the battery from there, or something like that (I don't know because I haven't tried).
  5. SolarLune

    Confused By Overclocking..

    Hmm... That's sounds like a good idea, jb0yx - perhaps someone can code a program that does it. But basically, Nunez, the overclocking feature is present in each link for an application - I think you press I or II to bring up the settings menu for each link.
  6. SolarLune

    Confused By Overclocking..

    If there is overclocking in an application or game, it will be present in the application. One can underclock or overclock games from GMenu2X, assuming that the developer has enabled that to work with the newest firmware. For the PSX emulator, the overclocking option is called 'Wiz Clock', I...
  7. SolarLune

    Sdl & C++ Not Really Working...so Where's The Basic At?

    Yeah, the best viable solution at this point is using SDL. Color keying isn't too complex or difficult to implement - if you would rather not use color keying, you could use '.png' files that have transparency built-in. Here's a set of good SDL tutorials: Lazy Foo's SDL Tutorials It's useful...
  8. SolarLune

    Snes9X4C Save States Invalid?

    I too lost save states, but I think I know why. If you turn off the Caanoo before turning off the emulator, it won't save the cartridge saves. You've got to exit the emulator before turning off the Caanoo to create saves.
  9. SolarLune

    Pygame Port?

    I find Python to be much easier and more flexible than C++ - you still have variable types and arrays and such, but it's much more forgiving. For example: C++: float[] array; array = [0, 1, 0, 2, 3]; sprintf(&array); Or something like that. However... Python: array = [0, 1, 0, 2, 3] print...
  10. SolarLune

    Sdl & C++ Not Really Working...so Where's The Basic At?

    To my knowledge: C++ and DGE (Da Vinci Game Engine, built-in) C++ and SDL (built-in) BennuGD LOVE That's about it so far. Pygame and Python haven't been ported yet (and I don't know if it will be, though I would absolutely love it if they were). So far, of the languages available, BennuGD is...
  11. SolarLune

    Confused By Overclocking..

    1.0.6 isn't the newest firmware - I would update it further - I believe only the newest firmware has capability to overclock. Also, it depends on the emulator developer to implement overclocking - most emulators don't have overclocking just yet, but that would probably be implemented soon.
  12. SolarLune

    Caanoo Vs Wiz

    Like jb0yx says, it depends on your preference. The Caanoo will stay around longer and has more capabilities than the Wiz (more RAM, I think, as well as the G-Sensor and Vibration Motor). So, I would go with the Caanoo, but like jb0yx says, there are threads around that address this.
  13. SolarLune

    Pcsx4All Caanoo Beta Testing Results

    !!! I'm surprised - I got the Wild Arms 2 Demo to work - wasn't expecting that... (Caanoo) Wild Arms 2 Demo - NTSC CPU Clock: 800 Mhz Format: .img Frame-limit: ON (probably could be off) Frame-skip: 0 (could probably be higher to play non-slowly) Interlace: OFF Sound: ON (XA + CD-Audio) CPU...
  14. SolarLune

    The Gba Emulator

    Don't know about PSP, but it runs at about full-speed for me except for Golden Sun (apparently games made by Camelot for the GBA are hard for the emulator). Megaman Battle Network (1 / 2) slows a bit, but that's only in the school scenes where there's a lot of sprites.
  15. SolarLune

    Pcsx4All Caanoo Beta Testing Results

    @Qbert - I don't know, but if a game runs too fast, you could pull down the overclocking to slow it down, probably. Or, perhaps you could change the CPU Clock settings. Anyway... (Caanoo) Lego Racers - U.S. Release, so should be NTSC Wiz Clock: 700 Ram Tweaks: Off Framelimit: Off Frameskip: 0...
  16. SolarLune

    Snes9X4C Save States Invalid?

    For me, it isn't random. Basically, if I load a save state, I can't get very far from where I saved (i.e. I may be able to exit the room in Robotrek, for example, but it'll freeze before getting to the world map). Like you, jB0yx, I've had to rely completely on normal cartridge saves. EDIT: Oh...
  17. SolarLune

    [Pcsx4All] Looking For Betatesters

    The Beta doesn't appear to be able to use memory cards - when I tried to access them for Lego Racers (which ran slowly and with extreme graphical glitches), it said the memory cards were full, even though PCSX created them. Also, the BIOS rom doesn't boot up (I would assume it should be possible...
  18. SolarLune

    Pcsx4All Caanoo Beta Testing Results

    Megaman Legends 2 - NTSC Format - .img WIZ Clock - 750 Mhz Default settings (Frame-skip set to 0) Sound ON - XA + CD Audio Hangs after Capcom logo FPS - 60/60 on... Logo.
  19. SolarLune

    Snes9X4C Save States Invalid?

    Hey. So I'm just wondering why it is that when I load a save state that I saved earlier, it loads fine, but the sound is broken from then on (the music is paused), and then moving through different rooms doesn't work either - the game freezes when it needs to 'load'.
  20. SolarLune

    Pcsx4All Caanoo Beta Testing Results

    Tomba! (Caanoo) - NTSC Format - .img Clock - 700 Mhz Default settings (Frame-skip set to 0) Sound ON FPS - 54 / 60 in video, 20 / 60 or so Hangs once Tomba hits the ground (dang.) - I suppose I had frame-skip on (and high), and that's why the max FPS was 20.
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