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Old 05-23-2008, 11:15 PM   #61 (permalink)
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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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Old 05-24-2008, 09:03 AM   #62 (permalink)
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so... anyone gonna port it to zune?
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Old 05-24-2008, 10:42 PM   #63 (permalink)
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I don't think it's quite possible yet with the given framework, but I maybe wrong seeing as I don't have any knowledge of emulation and what's required.



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Old 05-26-2008, 08:20 AM   #64 (permalink)
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What would the button config be?

Edit: Sorry I didn't see the thing on page 2.

Last edited by AdamJRoman : 05-26-2008 at 08:23 AM.



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Old 05-27-2008, 11:15 AM   #65 (permalink)
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Quote:
Originally Posted by Andre3000 View Post
lol I hope every 1 knows that. The back button needs to be left alone in order to exit games so that leaves six buttons.


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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Old 05-31-2008, 08:44 AM   #66 (permalink)
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I really hope this works. I want a GBA emu more, though.

One question, how would you sync the ROMS?



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Old 05-31-2008, 12:22 PM   #67 (permalink)
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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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Old 05-31-2008, 12:40 PM   #68 (permalink)
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Thats a great idea!
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Old 05-31-2008, 01:14 PM   #69 (permalink)
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You cant access any files with a game that arent in the content folder. No main hd access.



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Old 06-04-2008, 10:13 AM   #70 (permalink)
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Quote:
Originally Posted by Superaison View Post
N64 Emulator ftw.


I'm looking forward to playing Mario Cart 64, not only on a xbox n psp, but a Zune.


Is there Doom on a Zune yet?
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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Old 06-04-2008, 10:20 PM   #71 (permalink)
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Quote:
Originally Posted by Ace1tk View Post
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
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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Old 06-05-2008, 05:37 AM   #72 (permalink)
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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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Old 06-06-2008, 11:42 PM   #73 (permalink)
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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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Old 06-07-2008, 02:02 AM   #74 (permalink)
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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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Old 06-07-2008, 04:21 AM   #75 (permalink)
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Quote:
Originally Posted by zachnehrenberg View Post
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.
No, it's still 2D. It's a software based rendering called Ray Tracing. This is what Doom and Wolfenstien 3D use.



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Old 06-07-2008, 10:05 AM   #76 (permalink)
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Quote:
Originally Posted by SimReality View Post
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.
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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Old 06-07-2008, 10:40 AM   #77 (permalink)
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Quote:
Originally Posted by Spike! View Post
No, it's still 2D. It's a software based rendering called Ray Tracing. This is what Doom and Wolfenstien 3D use.
Correctemundo...


However, the question you should be asking then, is why aren't we making Doom, since it's technically plausible?
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Old 06-07-2008, 04:05 PM   #78 (permalink)
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Quote:
Originally Posted by umisguy View Post
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??
well someone in my class had a fully functional mario game that worked with sound and wasnt slow AT ALL. this was all on an ipod touch. plus ipods hav sonic for download too.
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Old 06-07-2008, 06:17 PM   #79 (permalink)
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Quote:
Originally Posted by umisguy View Post
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??
I wrote up a little app that just set every pixel (all 240x320) and it ran pretty much full speed, so it's a quick little thing. Granted that's not using the CPU for any other logic, audio, or anything else, so I don't know how well it would hold up in the end.

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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Old 06-09-2008, 09:00 PM   #80 (permalink)
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