Some News From Yoyo! :)


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That sounds nice ;) I'm waiting for Opensnes and even for 0.3 :D because (will probably be renamed 0.5, as there is a lot of new stuff in it!) :blink:

Respect to yoyo and all other gp32coders :rolleyes:

Cya
 
I pray to god it has auto frameskip so the games are always running at 100% speed
 
From front page
Source: yoyo via eMail
;)

Such good news... I hope he sorts out the memory issue; a lot of the games I'd want to run with transparency are 4mb ones (say, Chrono Trigger). Can't wait to see how much of an improvement it gets with the ASM core...
 
Tobriand posted on May 10 2004 at 06:19 PM said:
From front page
Source: yoyo via eMail
;)

Such good news... I hope he sorts out the memory issue; a lot of the games I'd want to run with transparency are 4mb ones (say, Chrono Trigger). Can't wait to see how much of an improvement it gets with the ASM core...
Well, not much of a problem.
You can use the old version with transparency included for the parts in Chrono Trigger that needs transparency (not that much AFAIR) and switch back to the newer, fast version after that :)
 
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Whenever you're in a dome in the future area, there are clouds in it. And those are black without transparency. Admittedly, you can turn off layer 3 and play that way, but it'd be frustrating to keep having to go into the menu to turn it on and off every time you want to speak to someone (text shares layer 3). Unless a special game hack could be implemented that allowed layer 3 to be left on in the region of the text box, and off everywhere else (sure it'd look dirty, but it'd be a lot more convenient). But whenever you start getting into the region of specific game hacks, you're always talking about trouble (long cluttered menus and a lot of extra work, usually, methinks).

Plus, of course, it just looks so much nicer with...


Only game iirc that actually *needs* transparency is FF V, since when you're underwater in the ship's graveyard, it renders the terrain *and* the water (that needs to be transparent) on the same layer - so turning it off leaves you as a character walking in a maze with invisible walls and no obvious exit.
 
I played therough the area with the domes in chrponotrigger, it is a bit annoying i must admit. W00t I can't wait for this release!!!!!!!!!!!!

____yoyo has been added to my pantheon of gods!!!
 
as i said in the comments section.. so what's the story, it's still waiting on getting an ASM core right, is that what would be the thing to get this thing up to super-awesome speed? I am sure that's a ways off yet (if it happens.. but at least it's in dev, from what they've said in the past?)

anyway, whatever the case, always great to have new + better releases!! portable rtype 3!!!
 
ralp99 posted on May 10 2004 at 10:07 PM said:
as i said in the comments section.. so what's the story, it's still waiting on getting an ASM core right, is that what would be the thing to get this thing up to super-awesome speed? I am sure that's a ways off yet (if it happens.. but at least it's in dev, from what they've said in the past?)

anyway, whatever the case, always great to have new + better releases!! portable rtype 3!!!
As yoyo wrote concering what is left to do:

- fix the remaining buggy opcodes (ADC/SBC used to update score in game for ex)

This indicates that the ASM core is almost completed.
 
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Yup. The ASM core is in, he just has to find a way to pack the ASM core, the rest of the emulator AND the roms into 8MB of RAM...

If he leaves transparency out, it's no problem.
If he includes transparency, atm the emulator takes about 5MB ram, leaving only 3MB for roms left (meaning: only smaller sized roms will work).

That's why he probably releases two versions: One with transparency (with the 3MB rom limit) and one without transparency (for the rest of the games).

But he still tries to find another way, maybe he succeeds :)
 
I may be extremely dumb for even suggesting that Yoyo hasn't already thought of this but...

Didn't fDave say he used a thing from Mr Spiv that got Gigadrive down to about a fifth of it's normal size and made it a hell of a lot quicker? Would this be of any use, particularily with the ASM?

J(ohn)
 
Your talking about b2fxec - a file compression prog by Mr Spiv and yeh I'm pretty sure Yoyo and most developers use this to get low file sizes. Bear in mind that the 0.2 os9xgp has 430000 lines of C code. (Thats why its 800kb) :)
 
b3fxec is for converting gxb -> fxe which saves some space in the file size of the program, and almost every program is in fxe as u can see :)
 
johncross85 posted on May 11 2004 at 01:13 PM said:
Ahem, well I kind of thought I may be talking out of my arse ;)

430000 lines of C code though? Sweet Jesus, give that man a cigar!

J(ohn)
Most of those lines are from the snes9x emulator to begin with. But indeed both the snes9x team and yoyo has done a great job.
 
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Most importantly however, how well does it run Chrono Trigger? I know that game is something yoyo himself is very much longing for :)

While on that subject, here is a 3D version of Chrono Trigger for those interested: http://www.opcoder.com/projects/chrono/
 
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