Posts: 5 | Thanked: 0 times | Joined on Mar 2012 @ Croatia
#211
I need a help, in some psx games screen is blinking, if i set Frameskip on 0 blinking reduce, increasing Frameskip also increas blinking, how to fix that? I use Emumaster 0.2.2

Look in this video below,this is with frameskip 0
In Video, Tony Hawk 1 black blinking on 0:49 in video
Tony Hawk 4 white blinking on 1:50 in video

There is video: http://youtu.be/b57616bTF2I
 
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#212
elemental I'm not certain if this is a bug or its built this way. The settings for each individual rom is only saved if "Auto Load/Save on Start/Exit" is enabled.

If the option is disabled everytime you start a rom it defaults to global settings.
 
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#213
Originally Posted by Nosph3ratu View Post
elemental I'm not certain if this is a bug or its built this way. The settings for each individual rom is only saved if "Auto Load/Save on Start/Exit" is enabled.

If the option is disabled everytime you start a rom it defaults to global settings.
The settings for individual rom are saved in the state, so when you run the game with auto load/ save disabled no state is loaded and no "local" settings as well. It will have global settings until you load the state or change them at in-game settings. Is this clear now?
This should be in wiki but I had not time to update it yet.
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#214
Can you help me, when I playing some psx games, my screen is blinking, look in this video http://www.youtube.com/watch?v=b57616bTF2I

in video on 0:50, Tony Hawk 1 black blinking, Tony Hawk 4 on 1:50 white blinking... How to fix that??, I set frameskip 0, if I set more frameskip, blinking is much more.
 
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#215
Originally Posted by alac3run View Post
Can you help me, when I playing some psx games, my screen is blinking, look in this video http://www.youtube.com/watch?v=b57616bTF2I

in video on 0:50, Tony Hawk 1 black blinking, Tony Hawk 4 on 1:50 white blinking... How to fix that??, I set frameskip 0, if I set more frameskip, blinking is much more.
There is no fix yet, it's a bug in GPU emulation. As I said I will release new version in about week, then I will dive into PSX emulation and improve compatibility and performance a lot. You have to wait a month for improved PSX emulation.

Till then I want everyone to update compatibility in google doc (link in wiki) and to tell me about your ideas (mostly ideas about PSX emulation). Here is my short list (big list in my pocket ):
- improve compatibility and performance (a lot of work is planned here)
- add analog support for pads
- selectable BIOS
- possibility for cd compression
- support for games on multiple CDs
- switch to force pal/ntsc

You can place your ideas here or in bugtrucker. I really want to know what you think and how to make it best.
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Last edited by elemental; 2012-03-27 at 13:38.
 

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#216
Elemental are you still going to release a fremantle version? I'm sorry to be asking again, but it would be pretty useful as an alternative for some games that don't seem to work or have problems running on the other emulators. Thanks in advance.
 
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#217
Originally Posted by Acidspunk View Post
Elemental are you still going to release a fremantle version? I'm sorry to be asking again, but it would be pretty useful as an alternative for some games that don't seem to work or have problems running on the other emulators. Thanks in advance.
I have put Fremantle version of EmuMaster 0.2.0 in bitbucket project page, you can download it now. But PSX emulation is not working at all. All I can say now that backporting to Fremantle from Harmattan is pain and I am not going to waste more time on Fremantle version for now, sorry. Instead I will improve Harmattan version to be the best and maybe (very little chance it will happen) I will backport it again. It is even worse now when I switched to next version of Qt Quick Components.

It would be great if somebody will take care of backporting to N900, because I have no time for that really. I can provide diffs to help you.

You have to install Qt Quick Components on your N900 to use it. Please do not ask me how to do that, I mean N900 version is not supported by me, because of lack of time, and I would not help anyone asking about some problems connected to it, sorry
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#218
Thank you so much elemental! Will try it right now.

EDIT: Tried a few gba games and they seem to work just fine. Main problem is not being able to see the text in the options screen to configure everything. Seems like an awesome emulator tbqh. Thanks again elemental.

Last edited by Acidspunk; 2012-03-27 at 17:36.
 
Posts: 314 | Thanked: 567 times | Joined on Oct 2011
#219
As of now the new release (0.3.0) is pending at Ovi Store.

First thing you would not like: States from NES are not compatible!!!
I screw up saving states in the first time and there was so many things changed that I decided
to broke state compatibility of NES one more time. Really sorry. And state browser is not ready yet.
Do not install the new release if you want load states from old versions in NES system!!
It also requires PR1.2 firmware to run.

Apart from it I think the update brings some nice things.

Global changes:
  • Emulation view and settings view are now in one window. It means no more floating windows when switching between these views.
  • "Advanced Launch" page added. It is really a little breakthrough in this emulator, because it gives freedom in configuring how emulated system should act. For now only NES and GBA use this functionality, but later every emulation will benefit from it. There is one important thing - states can become incompatible when changing some of these settings, e.g. if you change flash size in GBA to 128KB, it will become incompatible with the state where flash size is 64KB. These settings will be later marked [hard].
  • Haptic feedback added
  • New pad buttons for touch screen - Harmattan style
  • Improved rendering quality of home screen icons - they are smooth now and looks really better
  • A page with global touch settings:
    • There is a pad view in settings, so you can see the result of your changes immediately
    • Sliders to resize areas, one slider to control how big the d-pads are, and one to control diagonal area size
    • Visibility switch for outline of sensitive areas
    • Selection for outline color
    • L2/R2 default visibility option

  • Input wasn't synced when skipping frame - fixed
  • Support for shaders (default, 2xSal, hq2x, grayscale). I shall give you a little explanation here. I thought it would be a great idea to add shaders support, and it would be great, if N9 had decent GPU. But it hasn't so shaders become quite unusable, but still you can use some of them (the best is hq2x but it drops to 12fps). Bilinear filtering removed - colors was too bit off for me.
  • Better handler for the time when using USB Mass Storage mode - similar message appers as the one in Video and Music players
  • Simplified method for configuring SixAxis - you don't have to use terminal now, just give a password for devel-su and it will run required commands for you.

NES:
As I said I was mostly concentrated on this particular emulation. There are many improvements, almost whole emulation is replaced.

  • PAL/NTSC switch [hard] in Advanced Launch - for those who don't know the NES emulation cannot detect the type of TV system automatically. It only guess by disk name, switches automatically to PAL if the name contains (E). You can do it now by setting this option too.
  • PAL timings corrected
  • 6502 CPU interrupts events corrected
  • Many mappers fixes, and some mappers added
  • Entire APU implementation rewritten
  • Sprite limit disable option. It is off by default, but you will probably switch it on many times. To understand it you must know how NES is really working. The PPU used in it had a limitation to display 8 sprites at most in one scanline. This limitation wasn't a big problem in old times, and with old TVs. It is off by default because my software emulates NES, not a some-imaginable-hardware-compatible-with-NES. And when it is off performance is slightly better (5% CPU usage, but always something ).
  • Palette adjusted
  • Disk info in settings
  • X,Y buttons as Turbo A/B
  • Utilization of NEON technology to speed up things
  • Zapper and paddle emulation added: 1. In "Advanced Launch" page force extra input to be used, select zapper or paddle (for same games it will auto-detect if some extra input device is usable) 2. Now you have extra input device enabled in emulation. To use it you must select "Touch" configuration of Touch Screen in the in-game settings. Paddle had a button, it is emulated as pressed when you touch in uppper half screen, and released when you touch in bottom half screen.
  • For developers: debugger utility with disassembler and profiler

The above impovements make the emulator fast, ... Previously it took 100% of CPU and gave 50fps average (out of 60). Now it gives 60fps always and takes 55% of CPU. And thanks to many fixes it is much more compatible. You can find that a recompiler is added, but It is not used by default. It is because some games runs faster, some games are slower with recompiler compared to interpreter. Interpreter is much more stable, and recompiler does not give much (about 10% of CPU usage at most), so I decided to use interpreter as a default CPU emulation.

GBA:
  • Flash selection in "Advanced Launch" [hard]
  • 128KB flash is now detected automatically for some games
  • Disk info in settings
  • Zelda Minish Cup - roll bug should be fixed now, please confirm that
  • One can find that cheat support has been added to GBA emulation. It's true but GameShark cheats are very complex and there is only a little part of its functionality added. I have
  • bigger things to be focused on now. I have not found any cheats that would work. Better not even mind to use them.

PSX:
  • L2/R2 buttons added

I could miss something ... I think it is understandable since I've added tens of thousands lines of code.

One can ask why optimizing NES so much: well, because I can, and most importantly to test myself if I really can before diving into PSX optimizing. And you can spend now more time playing the old games because your battery will last more.

Someone reported that he has lag from time to time. Some time ago I had it too, but I inspect a little and it turned out that meegotouch process took something from CPU one time every minute, I removed wheather applet and the issue gone, I don't know it for sure but it was probably the cause in my case (maybe it has been refreshing the image in home screen, I don't know).

IMPORTANT!!! Please respond to it!!!
I thought about making entry at Ovi Store to be as a donation. As of now you can download previous versions from the project site. There will be a download for the new version a day after it appears in the Ovi Store. The code repository will be updated in the same time, the new release comes to Ovi Store. What you think about donation at Ovi Store tell me. Could I do that to make me a little happier or not?? As I said this is Open Source project, and it will (and must) remain free, I only want add a donation possibility.

Now we have one of the fastest, with good compatibility emulator of NES, now I am going to do the same for PSX emulation.
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#220
Absolutely brilliant work elemental. I'm sure I speak for everyone when I say we really appreciate all your hard work and dedication to this project

I think a donation option would be very welcome in the ovi store. There is another developer that it doing the same thing with his app, I can't remember names right now. There's a free version as well as a donate version.

Edit: The app is EverN9, an Evernote app.

Last edited by Nosph3ratu; 2012-03-30 at 19:42. Reason: Added link to example donate version
 
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