ryosaeba
Certified Guru
Now I only need back the command line rom loading
I was wondering... Why did you remove that? Was it causing problems?
I was wondering... Why did you remove that? Was it causing problems?
Alvin posted on Oct 22 2006 at 03:32 PM said:Sorry, DaveC makes me mad :angry:
DaveC posted on Oct 22 2006 at 04:33 PM said:User has been banned for this post
It was not intentional. Probably happened when I merged code with the smartphone version. Too tired to look at the code now.Ryo posted on Oct 23 2006 at 12:31 AM said:Now I only need back the command line rom loading
I was wondering... Why did you remove that? Was it causing problems?
The next major update, most likely. It will need lots of work and time, though (this update was fast because I already had working code in the smartphone version).God Ginrai posted on Oct 23 2006 at 12:42 AM said:On another note, notaz, how high of a priority do you have for working on the transparency issue? I would really like to see transparencies, and although I can wait, I just want to know how high on your list that is. ^_^
Please don't think I'm trying to be pushy here, but when you say it will need a lot of work and time, what's the frame we're looking at? Months? YEARS?notaz posted on Oct 22 2006 at 05:55 PM said:The next major update, most likely. It will need lots of work and time, though (this update was fast because I already had working code in the smartphone version).God Ginrai posted on Oct 23 2006 at 12:42 AM said:On another note, notaz, how high of a priority do you have for working on the transparency issue? I would really like to see transparencies, and although I can wait, I just want to know how high on your list that is. ^_^
I have no idea. Current rendering code consists of ~18000 lines, so there is quite a bit of work to do.daclassicgamingmaster posted on Oct 23 2006 at 12:58 AM said:Please don't think I'm trying to be pushy here, but when you say it will need a lot of work and time, what's the frame we're looking at? Months? YEARS?
SNES is a complex machine and Snes9x code (the base of SquidgeSNES) is even more complex and full of hacks (it changes it's behaviour depending on the ROM it loads, nothing like the Genesis emus), so nothing strange about that. Can happen to me anytime but I hope it won'tdaclassicgamingmaster posted on Oct 23 2006 at 12:58 AM said:I'm just curious because we usually have snes coders come and leave after a few updates
Ryo posted on Oct 22 2006 at 10:55 AM said:Marvelous release!
I'm gonna test it soon. Thanks for adding the L+R+Start combo that I suggested and for removing that bug with the "vol min" "vol max" strings!
notaz posted on Oct 22 2006 at 09:26 PM said:Turn off that hack. It breaks compatibilityMark1970 posted on Oct 22 2006 at 11:43 PM said:[...]
audio performance hack
[...]
ninja sauce posted on Oct 22 2006 at 08:09 PM said:hmmm, noticed something now - im playing through earthbound, my previous save states work fine and i can play and save and reload without any problem.
but if i turn off the gp2x and try to load my save state i am being given the save state i had before updating squidgeness.
any clues?
notaz posted on Oct 23 2006 at 07:55 AM said:The next major update, most likely. It will need lots of work and time, though (this update was fast because I already had working code in the smartphone version).God Ginrai posted on Oct 23 2006 at 12:42 AM said:On another note, notaz, how high of a priority do you have for working on the transparency issue? I would really like to see transparencies, and although I can wait, I just want to know how high on your list that is. ^_^
Those were about my experiences with older versions once the MMU hack was added. Mario World isn't very demanding and runs fine with no overclocking normally. X1/2/3 only really got slow in areas with trasparencies or that huge first boss in X3. I'm sure there's a nice bit of improvement from this new sound core, but those games aren't the best place to test it.wipeout2000 posted on Oct 23 2006 at 02:05 AM said:Wow i just played megaman x3 at 60fps (mostly) with sound on (had to overclock to 280mhz) megaman x2 and x1 both ran fullspeed fine with sound oc'ed to about 260. That is freakin amazing. Mario world ran at 60fps with sound on at 200mhz. Excellent job notaz. Once i get out of my small debt I will donate to you even if I have to mail it to you