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Messages - creaothceann

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61
Front Page News / Re: Utilities: bsnes v0.053 released
« on: October 19, 2009, 05:28:11 am »
Quote from: byuu
bsnes v0.054 released

After a half-dozen hours of installing and compiling various combinations of MinGW and Qt, I've finally found a combination that once again allows for profile-guided optimizations: MinGW GCC 4.3.3 and Qt 4.6.0-beta 1. Though Qt 4.4 still has broken PGO, the latest Qt beta no longer has the process freeze issue upon termination.

This release is essentially the same as v053, but it's now at least as fast as v052 was, and ~10% faster than v053, which lacked profiling.

I did add in two quick changes, however: first, when starting in fullscreen mode, the video output size was being incorrectly set to the windowed size; second, by requiring save states to match the CRC32 of games, it made debugging with them impossible, so I've turned off the CRC32 matching.

62
Would you release the patch in NINJA Format?

We looked into this newer format but being total newbies to this "scene", it was hard to pick up on the advantages of NINJA over IPS. So we just went with the straightforward method. I realize this makes us ancient, obsolete and dated. Hopefully next time!

UPS is supported in bsnes.

63
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: October 14, 2009, 06:10:55 pm »
Not to beat a dead horse, but as Kaio already said we are slow to adopt new methods, even if it comes from people we know are skilled. From a skilled programming aspect I cannot really comment, but we know how good NINJA works, and yet it's still ips all the way =(

Well, bsnes has already moved the handling of compressed files, copier headers and IPS patches to "snesreader.dll" (and the next version will feature "snesfilter.dll" for external video filters). So if someone wants to get his favorite compression/patching format/filter into bsnes: the author has made the source available and will most likely accept your additions.

64
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: October 11, 2009, 06:42:46 pm »
Try different settings in the audio configuration dialog, mainly Latency and Input Frequency. Apart from that I don't know either...

65
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: October 11, 2009, 04:36:01 pm »
What OS and driver? Have you synced to audio/video/both? Does the fps drop below 50/60?

There's currently a poll about Linux audio...

66
Yep.

79.3% on GameFAQs, 76.5% on MobyGames, etc.

67
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: October 10, 2009, 06:59:50 am »
You can also define a hotkey for the dialog.

68
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: October 02, 2009, 06:03:13 am »
Look at the patch format situation. You can't even get those guys to stop using IPS.

Because ZSNES and SNES9x support only IPS. :(

69
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: September 28, 2009, 04:56:14 pm »
Am I the only one that's tried to use it!? I can't step through any cpu code. I can break, but no stepping. Sometimes it'll show a line or two in the trace window, but I can't scroll rom code. The memory viewer also isn't scrollable - although the bar is there for it. I have to manually enter in an address and limited to 256 bytes - no scrollable. Tile view is nice, but no status window with all the sPPU's regs. At its current build, I can't really use it :( On a side note, man... this emu actually runs faster than zsnes on my laptop ;>_> Appears to run full speed on this piece of crap sempron 3000+ laptop. I'm amazed :D

code stepping works fine, you just have to go in to configuration->advanced and set it to not pause emulation when window isn't focused.  Stepping worked fine after that.

Quote from: byuu
I know about the scrollbar. Qt doesn't let you control it on your own without scrolling the hex output out of view. Obviously I can't print all 16MB of text into the window at one time. I'm writing my own replacement scrollbar now but didn't want to delay the release for it. The arrow keys can navigate, as can the page keys and goto box.

As for the other issue, I'll have to default to "ignore input", I guess. Bypassing "pause input" with the debugger open would be non-intuitive.

This is the first release, so there's bound to be lots of things that need to be polished; but I'll make sure they get done so that the SNES scene finally has a decent debugger =)

70
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: September 28, 2009, 06:46:56 am »
Nope, haven't tried the code debugger.

Have you contacted byuu about this?

71
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: September 27, 2009, 09:05:56 pm »
Well, it's no longer compressed with UPX, but that's not the only reason.

72
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: September 27, 2009, 08:26:06 pm »
[...] including a VRAM viewer! If you're not excited, there's something severely wrong with you.

It looks like it doesn't use the palette though, so you get a black & white image. :-\

It is open source now. I am sure you can add this functionality  :thumbsup: .

But it's written in C++ and Qt. >_>

73
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: September 27, 2009, 02:23:26 pm »
Relevant Link: (http://byuu.org/)

Yup, see latest news.

[...] including a VRAM viewer! If you're not excited, there's something severely wrong with you.

It looks like it doesn't use the palette though, so you get a black & white image. :-\

74
Front Page News / Re: Utilities: Lunar Magic 1.64 Released
« on: September 25, 2009, 07:22:20 am »
Quote
Any SNES ROM you use must have a standard 0x200 byte header.

 :banghead:

75
Somewhat related: Note that not all emulators will be using IPS. :)

76
An unfinished beta version was leaked, afaik.

77
Newcomer's Board / Re: Introduction Topic
« on: March 01, 2009, 07:25:19 am »
My wife has already asked me to create a Super Mario Bros Simple which would be a version of the game that is made easier so that she can beat it.

Energy bar.

EDIT: Or a health percentage counter; might be easier.

78
Front Page News / Re: ROM Hacks: Pandora's Box 3rd Anniversary
« on: February 15, 2009, 09:03:30 pm »
My options with Zsnes were rather limited

I'm using SNES9x, see this link. Don't know if sound differences to ZSNES/bsnes might be a problem for you?


Quote
(For uploading I used a filesize-based encoding, since I have only a 10 KB upload line.)

What do you use to encode?

K-Lite codec pack, which includes DivX. For video editing: VirtualDubMod, AviSynth and sometimes Mencoder (for converting videos to AVI, if AviSynth can't open it).
Lately I've also installed Avidemux; it's similar to VirtualDubMod, but newer.

During editing: lossless (raw video dump, Lagarith codec or Camstudio codec); final encoding: DivX in 2 passes, maximum quality or based on filesize. At some point YT seemed to have problems with XviD, so I switched.

79
Front Page News / Re: ROM Hacks: Pandora's Box 3rd Anniversary
« on: February 15, 2009, 07:02:12 am »
I usually encode in DivX at the highest setting (7800 kbps) these days when I'm done with editing and the filesize doesn't really matter; it looks almost the same as lossless.
Filesize does matter for a few reasons:
1: Not everyone has (or has access to) unlimited bandwidth (this includes the servers stuff goes on).
2: Not everyone has crazy-fast bandwidth.

Ok, that's only two reasons, but still. If n/either/both of those were false, nobody would move on from BMP, raw dumps, or WAV sound. But, that any kind of constraint is present is why I try to make sure everybody has access to anything I show off. If I can't get everything available to everybody, I do my damndest to make sure it's available to the most people.

I understand that, but my point was that you don't necessarily need to use a lossless encoding to keep the same visible quality. For example, my Giants gameplay videos are stored as DivX @ 7800 kbps on my harddrive. It looks close enough.

(For uploading I used a filesize-based encoding, since I have only a 10 KB upload line.)

80
Front Page News / Re: ROM Hacks: Pandora's Box 3rd Anniversary
« on: February 14, 2009, 07:57:21 pm »
Here's a hint... making the movie larger only increases the size of the movie. Using the default res would most likely cut the size at least half of what you have....
The movie was dumped at 256x224. Also, I was wrong, it's 69 seconds, not 57 seconds.

Quote
Also, the XVID option isn't that bad either.
Filesizes:
H.264 lossless: 62,334,662 bytes
Xvid lossless: 40,333,622 bytes...



I guarantee that was not the filesize when I dumped that 3 times initially. :banghead:

Quote
Unless you're some graphics vampire or something, it's not going to be significant a difference and may cut sizes further.
I am anything but a graphics whore.

Also note, though I did not mention it in the initial post, I did try to edit the movie after Zsnes dumped it. However, every program (VirtualDub, VirtualDubMod) I used did not like the audio stream.

I usually encode in DivX at the highest setting (7800 kbps) these days when I'm done with editing and the filesize doesn't really matter; it looks almost the same as lossless.

Btw. with movies of SNES, Genesis, Gameboy etc. you can also blend 2 frames into one, using AviSynth (AssumeFPS(60); AssumeFieldBased; Weave; VerticalReduceBy2).

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