Drmdx


daclassicgamingmaster posted on Dec 13 2005 at 11:19 PM said:
if u know what ur doing u cant fuck up ur system. simply as that


I don't know what I am doing ;)

From what I hear there can be many ways to fuck up. Everything from dead bateries, incompatible SD, operator error, and just plain bugs.

I guess that means I will just get used to the flicker for now. I will attempt an upgrade when there is a real good reason like over 1 GB SD support.
 
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Save states for Sonic 3 dont work. I even exit the emulator, then shut down, still doesn't work. I only tested that game.
 
... I'm really kinda weirded out by the fact that everyone else keeps seeing flickering on the 1.0 FW while I dont. Seriously what's causing this?

BTW nice change to the background, why do I get the feeing that was more inspired by reesy's hunger for the 360 than the GP2X's X? :D
 
Alpha2 posted on Dec 13 2005 at 09:16 PM said:
... I'm really kinda weirded out by the fact that everyone else keeps seeing flickering on the 1.0 FW while I dont. Seriously what's causing this?

BTW nice change to the background, why do I get the feeing that was more inspired by reesy's hunger for the 360 than the GP2X's X? :D
lol
I thought the same exact thing. It is fueled by his 360 hunger.
 
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DaveC posted on Dec 13 2005 at 11:18 PM said:
Howcome when unzipping the flicker stops?

Its because when unzipping I'm not animating the menu, so there is no page flipping going on. Because the menu code runs in a single thread it is impossible to do the animation on the menu when unzipping, the unzipping code blocks until it is completed.

The menu flickers because of timing issues, I need to be able to flip the screen when the lcd is not displaying. To do this I use the VSYNC flag but this only works on firmware 1.0.1. Because this is not available on the earlier firmware my code does detect the VSYNC correctly and thinks its in VSYNC all of the time. That is why you see a flickering menu, your actually seeing my code writing to the displayed frame buffer that should currently be hidden.

If I could find away to sync the screen on earlier firmwares I would. I'm currently trying to sort out some extra frame buffers in order to try quad buffering the menu code but I'm not having much luck at the moment.

Looks like your stuck with a flickering menu until you upgrade your firmware. Sorry but I don't have much freetime and trying to fix a problem which already has a solution is just not time efficient. Just upgrade your firmware and stop be a wimp.

@PSyMastR: Yes its wierd. I honestly wasn't thinking about the Xbox when I did the background. I was trying to tie it in with the www.gp2x.co.uk logo....honest
 
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I just donated the last money from my paypal account (it's not much but...). I never got the chance to play it on the gp32 but this is just such a great emulator! Played the whole afternoon and evening yesterday.

Thanks a lot!
 
Reesy posted on Dec 14 2005 at 08:27 AM said:
DaveC posted on Dec 13 2005 at 11:18 PM said:
Howcome when unzipping the flicker stops?

Its because when unzipping I'm not animating the menu, so there is no page flipping going on. Because the menu code runs in a single thread it is impossible to do the animation on the menu when unzipping, the unzipping code blocks until it is completed.

I've tried to update my firmware but my current SD card is having problems (it's the one that craigix sent me with my order some people have reported success but I've had no luck so far)

Any chance you could release a version that doesn't animate the menu? The menu screen only really needs updating once per button press anyway. The unupgradable masses would love you forever more :)
 
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DaveC posted on Dec 13 2005 at 06:21 PM said:
From what I hear there can be many ways to fuck up. Everything from dead bateries, incompatible SD, operator error, and just plain bugs.

I guess that means I will just get used to the flicker for now. I will attempt an upgrade when there is a real good reason like over 1 GB SD support.
I had problems successfully upgrading my firmware with the gph firmware release (it just never took, it didn't brick my gp2x). However, I was able to easily and sucessfully upgrade the system using the "unbricking guide: reflashing the file system" file and process.

http://www.distant-earth.com/gp2x/2005/11/...cked-gp2xs.html
 
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BTW I noticed some games like MegaMan Wiley War and such don't load. Is it the rom, or DrMD is yet to support those games? Some games stop at the start menu, also. Another thing I noticed is that sometimes, the drawing order of tiles are flipped. (red door in Beyond Oasis being drawn in front of character standing before it) Just to let you know. Please, keep up the good work. :)

[Edit] WonderBoy 5 is the game that hangs at start menu, BTW.
 
also in-game saving (sram) doesn't work with every game.

e.g.: monsterworld IV (J) works fine, phantasy star IV (US) doesn't work at all.
 
Reesy posted on Dec 14 2005 at 07:27 AM said:
DaveC posted on Dec 13 2005 at 11:18 PM said:
Howcome when unzipping the flicker stops?

Its because when unzipping I'm not animating the menu, so there is no page flipping going on. Because the menu code runs in a single thread it is impossible to do the animation on the menu when unzipping, the unzipping code blocks until it is completed.

The menu flickers because of timing issues, I need to be able to flip the screen when the lcd is not displaying. To do this I use the VSYNC flag but this only works on firmware 1.0.1. Because this is not available on the earlier firmware my code does detect the VSYNC correctly and thinks its in VSYNC all of the time. That is why you see a flickering menu, your actually seeing my code writing to the displayed frame buffer that should currently be hidden.

If I could find away to sync the screen on earlier firmwares I would. I'm currently trying to sort out some extra frame buffers in order to try quad buffering the menu code but I'm not having much luck at the moment.

Looks like your stuck with a flickering menu until you upgrade your firmware. Sorry but I don't have much freetime and trying to fix a problem which already has a solution is just not time efficient. Just upgrade your firmware and stop be a wimp.


Does this vsync support mean that the raster interrupt thing could now work with water/palette effects? Or is that something else? Also with the added speed now do you think it is possible to update the FM timers more now to make the music accurate? Sometimes you get stuck notes, and I noticed the music in Thunderforce 3 sounds kind of "off" lke the drums and stuff are out of sync a bit (same as the GP32 version). Not sure if that would slow things down too much, maybe those things are best left for HH mode?
 
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DaveC posted on Dec 14 2005 at 07:54 PM said:
Does this vsync support mean that the raster interrupt thing could now work with water/palette effects? Or is that something else? Also with the added speed now do you think it is possible to update the FM timers more now to make the music accurate? Sometimes you get stuck notes, and I noticed the music in Thunderforce 3 sounds kind of "off". Not sure if that would slow things down too much, maybe those things are meant for HH mode.

LOL
 
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@Dave: Nope the Vsync flag is something else. Its just a bit on a register that tells you when the lcd is in VBLANK. I need to be able to tell what LCD line is currently being rendered in order to correctly time a palette switch for halfway down the screen. As far as I know this is only going to be possible with interrupts, feel free to prove me wrong though.

Not planning on touching the sound core, I don't personally hear the same problems as you. Sometimes I suppose it helps to be tone deaf.
 
I've experienced the problem with the FM synth getting stuck on a note too, it's pretty rare – but it's not just DaveC. If I can find a game that really constantly has a problem I'll let you know, but rest assured when it happens it's really annoying.
 
Reesy posted on Dec 14 2005 at 07:16 PM said:
..
Not planning on touching the sound core, I don't personally hear the same problems as you.  Sometimes I suppose it helps to be tone deaf.

I remember a while back you mentioned that it updated the FM timers or registers or something less often and got a few FPS out of it on the GP32. You left it because the GP32 needed the extra FPS. Now though you have more speed so it wouldn't effect speed that much. I even remember you mentioning it yourself. I remember you saying that you were surprised no one said anything.

What happens in many games it doesn't change pitch as often as it should. I really notice it in Thunderforce 3. The second level sounds a bit "flat" meaning it doesn't bend the notes as it should, just kind of stays the same pitch more. Then in the underwater level the drum beats and the rest of the music timing is out of sync. In the intro of Streets of rage 2 the last note just hangs as well.
 
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I noticed a few things that were present in the GP32 version;

Shadows are sometimes colored white or blue instead of black (Battletech, Puyo Puyo 2).

D&D Warriors of the Eternal Sun doesn't display the character faces or stats ... it played fine on previous versions of DrMD.

Zombies Ate my Neighbors has a wierd screen-split/tear thing ... it's hard to explain.

... but regardless, Kid Chameleon runs perfectly as before, so all is well in the Universe :)
 
PSyMastR posted on Dec 14 2005 at 03:13 PM said:
I just tested a few other games with savestates.  Its only Sonic 3 that wont save. Hm...

AH! That's bad. That's probably one of the only games I'd play right off the bat with this emulator. :( The saves you're referring to, are they the in game ones or the savestate ones?

Edit: I see it's the savestate that you've got a problem with... what about the saves in game?
 
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TelcoLou posted on Dec 14 2005 at 10:36 PM said:
I noticed a few things that were present in the GP32 version;

Shadows are sometimes colored white or blue instead of black (Battletech, Puyo Puyo 2).

D&D Warriors of the Eternal Sun doesn't display the character faces or stats ... it played fine on previous versions of DrMD.

Zombies Ate my Neighbors has a wierd screen-split/tear thing ... it's hard to explain.

... but regardless, Kid Chameleon runs perfectly as before, so all is well in the Universe :)
whoa! they make zombies ate my neighbors on the genesis? NICE. I thought it was only for snes

I heart that game :wub:
 
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