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#61 (permalink) |
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Jr. Member
Join Date: Nov 2007
Posts: 462
Reputation: 21
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I dont think that the zune can handle a N64 emu
But there is mario kart for gba, that might work!
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#62 (permalink) |
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Zuner
$zB: 73
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so... anyone gonna port it to zune?
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#65 (permalink) | |
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Zuner
Join Date: May 2008
Posts: 87
Reputation: 11
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Quote:
actually, no. It could still be: up, down, left, right, and with the center button as 'A' and the play/pause (as used in music or movies) button as 'B', the 'back button' could be 'pause' and it could bring up a menu as seen in the pokemon games. In that pause menu there would be an option to save and exit. (theoretically)
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#67 (permalink) |
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Experienced Zuner
Join Date: May 2008
Posts: 174
Reputation: 13
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Isn't there a hack that allows zunes to be viewed as drives? You'd probably have to put them in like that.
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#68 (permalink) |
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Jr. Member
Join Date: Nov 2007
Posts: 462
Reputation: 21
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Thats a great idea!
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#70 (permalink) | |
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Zuner
Join Date: May 2008
Posts: 78
Reputation: 14
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Not possible, havent you read the other threads? 3d gaming isnt possible on the current zunes. Maybe in the future Zunes will have hardware accelration and such but for right now were stuck with 2d
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#71 (permalink) |
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Support Team
Jr. Member Join Date: Nov 2007
Location: Renton
Posts: 346
Reputation: 27
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Ah, but that's where your wrong. They made doom for iPod, which doesn't have 3D capabilities, and if you look up potato shooter for the Zune, you will find a video of the development team playing a networked 3D potato shooting game.
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#72 (permalink) |
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Experienced Zuner
Join Date: May 2008
Posts: 174
Reputation: 13
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The problem is that while 3D games might be possible, the thought of emulating 3d games is much harder due to the fact that emulation takes a lot more processing power.
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#73 (permalink) |
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zB Programmer
Member Join Date: Feb 2008
Posts: 505
Reputation: 55
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Even SNES emulation would be practically impossible on the zune, the NES would be slow, because every pixel would have to be drawn as a sprite. GB would have the same problems, but at least NES and GB are pretty low end hardware. The sound would have to be sampled before gameplay, unless you can generate some sort of squarewave sound that is really short, and have the zune play that at varying frequencies and timings in order to emulate NES sound... but to have sprites for each pixel and waves of each frequency range would make for some really huge emulator game which would run immensely slowly. Even on a 533Mhz CPU...
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#74 (permalink) |
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Jr. Member
Join Date: May 2008
Location: Seattle, WA
Posts: 398
Reputation: 60
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You don't have to use sprites for each pixel. Just create a texture at 240x320 and use SetData on it to change one or more pixels. Simple and quick. But yes, the audio would be problematic.
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#76 (permalink) |
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zB Programmer
Member Join Date: Feb 2008
Posts: 505
Reputation: 55
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I'm sorry, I didn't realize... that makes things a bit easier, but still we have a problem... and that is that C# and XNA are not extremely CPU efficient language / framework... thus (while being fast enough for sprite graphics and audio / music playback and pretty effects) may or may not even provide enough throughput to handle emulation at even remotely close to realtime. IF XNASharpNES runs even remotely mildly slow on a 360, what hope do we have for the zune??
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#77 (permalink) | |
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Zuner
Join Date: Feb 2008
Posts: 74
Reputation: 10
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Quote:
However, the question you should be asking then, is why aren't we making Doom, since it's technically plausible? ![]()
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#78 (permalink) | |
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Experienced Zuner
Join Date: May 2008
Posts: 163
Reputation: 12
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#79 (permalink) | |
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Jr. Member
Join Date: May 2008
Location: Seattle, WA
Posts: 398
Reputation: 60
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Quote:
My suggestion was, and still is, to do some pre-processing of the data. Rather than redrawing a sprite pixel-by-pixel each frame, why not just make a single Texture2D for it when the game starts up and use that instead? You could put lots of these throughout the emulator and make things a lot more efficient. Granted this is a large difference than most emulators so it would require a lot of work, but that's probably the only way to get an efficient emulator running on the Zune.
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