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Old 07-31-2008, 07:41 PM   #181 (permalink)
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Quote:
New release can be found at the CodePlex page .

There's a small XNA version I made in there to help speed up porting. If you want to change the frame skip value just edit it in Options.cs, change the "0" to something between 1 and 9. 0 is full speed and anything above 9 is pretty much pointless.

Hopefully this version is faster, although I still need to optimize the memory and processor code. If you want to see the number of VBlanks the system is getting, use Console.VideoProcessor.FPS, 59 or 60 is ideal.
I've downloaded both the binaries and the source, but because (i think) it was "made in visual studio 2005," it doesn't work in vs 2008, even though it converts successfully. And onto that, after i copy and paste everything around so that there's NO WAY vs2008 can miss a file, the emulator doesn't like to run (in win32 it's just a cursor in the upper right hand corner with a bunch of blocks on the screen) at all for XNA.

And sharpdevelop kept trying to find a file in the nonexistent visual studio 2005 directory...

the readme file in the binaries doesn't really explain much, and i'd hate to miss this release... could you give more detailed instructions on how to get this to run?
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Old 08-01-2008, 04:08 PM   #182 (permalink)
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The project is made using SharpDevelop 3.0(although it should still work in 2.0 as I haven't converted it yet).

The XNA version uses version 2.0 of the framework. Also the XNA version automatically loads the minesweeper ROM, as it exists purely to help Tiptup port it. If you want to run it on a PC use the Win32 version.

It would help if you where more descriptive about the errors, "doesn't work" and "missing some file" don't really help. What is the exact error SharpDevelop gives you? What are the names of the missing files?

Also the bin and source directories should be in the same directory. It should look like:

Code:
<Parent folder>
    <bin>
    <source>
        <Core>
        <GameBoy>
        <Win32>
        <XNA>
Quote:
is this playable on the zune yet or just for computers?
Some patience is required here, Tiptup can't update his Zune port until I update the emulation code. An emulator is a complex piece of software, I've been working on this since September 2007. It's been almost a year and I'm only at the fourth release, two of which are just changes in code structure to help you guys.

Last edited by scottmc29; 08-01-2008 at 04:11 PM.



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Old 08-01-2008, 08:23 PM   #183 (permalink)
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Yeah I was looking at the source, all your projects created by SharpDevelop are just seen as corrupt pretty much from VS08. I'll see what I can do to update my source.



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Old 08-02-2008, 11:10 AM   #184 (permalink)
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I've put up a new release after converting the project files to SharpDevelop 3.0s format(MSBuild 10, I think). Hopefully you can open them now, although I don't know why you'd need to recompile them.

Also what version of the compact framework do you guys use?



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Old 08-16-2008, 09:43 AM   #185 (permalink)
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scott, i took your latest beta (.31), and downloaded the binaries and source, and unzipped them in the same folder, so S.D.3 now opens the project file without getting an error.

Now, when i run the debug of gameknight (win32), i get this error:
Quote:
Can't load file direct3d.cpp under c:userspromitdocumentsvisual studio 2005projectsexcessforceslimdxsourcedirect3d9
am i really supposed to have this directory?
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Last edited by project_isaac; 08-16-2008 at 09:44 AM. Reason: \'s




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Old 08-17-2008, 08:44 AM   #186 (permalink)
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It's obviously a SlimDX related error, notice the .cpp extension(SlimDX is a C++/CLI project), and Promit is the creator of it.

I really don't know how to solve it. I'll try updating to a newer version when I get home, the one used now is almost a year old. Hell I might dump it and use SDL/OpenGL instead, hopefully it'll work on Mono so Linux and Mac users can try it.

Edit: You can try downloading the SlimDX installer, that might help.

Has anyone been able to run the new version on a Zune? Does frame skipping help speed it up? I'd really like to know, I have the next two weeks off and plan to do a lot of work on it, it would be nice to know if it even works.

I've uploaded a new release to the CodePlex page here.

This version is the same as the last one, except it uses the latest version of SlimDX, the only source file changes where in Win32/Application.cs.

If you have trouble compiling/running the Win32 version, try running the SlimDX Installer SP1. This is for 32-bit versions of Windows, there is a seperate installer for 64-bit versions.

Last edited by Netrix; 08-25-2008 at 09:02 AM. Reason: Double post



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Old 08-25-2008, 08:14 AM   #187 (permalink)
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How Do I put this emulator on my zune???

Last edited by hummer; 08-25-2008 at 08:22 AM.



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Old 08-25-2008, 04:13 PM   #188 (permalink)
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hmmmm......well i dont understand 1 work of what these people are saying so from 1% to 100%.....how far is this from being done or a safe beta?





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Old 08-25-2008, 08:06 PM   #189 (permalink)
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Originally Posted by creative zune View Post
hmmmm......well i dont understand 1 work of what these people are saying so from 1% to 100%.....how far is this from being done or a safe beta?
I'll go ahead and take this question,

no.



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Old 08-26-2008, 09:12 AM   #190 (permalink)
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Well I was hoping to have version 0.4 out before school started(Sept. 2nd), which would have all the missing features(RAM backups, save states and sound) finished. Unfortunately sound is giving me some trouble. Plus with all the changes I've made, I've lost support for a couple games that used to work.

If sound doesn't work I'll still release 0.4 and sound will have to wait. With RAM backups and save states you should be able to play long games(like Pokemon) like you normally would.



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Old 08-26-2008, 09:51 AM   #191 (permalink)
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Quote:
Originally Posted by scottmc29 View Post
Well I was hoping to have version 0.4 out before school started(Sept. 2nd), which would have all the missing features(RAM backups, save states and sound) finished. Unfortunately sound is giving me some trouble. Plus with all the changes I've made, I've lost support for a couple games that used to work.

If sound doesn't work I'll still release 0.4 and sound will have to wait. With RAM backups and save states you should be able to play long games(like Pokemon) like you normally would.
How is the frame rate going?
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Old 08-26-2008, 07:25 PM   #192 (permalink)
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Originally Posted by Netrix View Post
How is the frame rate going?
Don't ask me, remember I don't even own a Zune. The last version should be much faster, but nobody seems to be working on the Zune port so I have no idea, the PC version always runs smoothly.



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Old 08-26-2008, 07:37 PM   #193 (permalink)
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Originally Posted by scottmc29 View Post
Don't ask me, remember I don't even own a Zune. The last version should be much faster, but nobody seems to be working on the Zune port so I have no idea, the PC version always runs smoothly.
I never saw a post that said that. I came in after there were already several posts in this thread. Whenever I have some free time, I will see how well it works on the Zune.
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Old 08-26-2008, 11:50 PM   #194 (permalink)
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I'm working on a quick port. See if it runs.

It's drawing the frames now quickly, nothing is updating quickly though. So it reports 58-61 fps, but it goes slow as dirt. I checked and it is running Present() constantly.

Edit: It seems what it does is first Console.Update() which takes about a second each time. A few times while in Console.Update() it will "present" about 60 frames. Then once it finishes Console.Update(), it will actually draw. And this repeats.

On my computer I get about 1600 FPS, on the zune I get about .5 fps.

Last edited by Tiptup300; 08-27-2008 at 12:48 AM.



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Old 08-27-2008, 07:13 AM   #195 (permalink)
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Quote:
Originally Posted by SimReality View Post
He just ported it. It doesn't necessarily run the quickest. I haven't tried (too busy getting that ray casting thing running faster), so I'm not sure. I have gotten the ray casting demo integrated into my code base and running a couple frames per second faster using some nicer textures .
thats because emulators use more recourses than the realy should need. it has to be modifies to run pretty much linux style; use as little recource as possible

edit: sorry i forgot to read tiptups edit. good job man!

Last edited by Bushor; 08-27-2008 at 07:14 AM. Reason: misread :)




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Old 08-27-2008, 07:30 AM   #196 (permalink)
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Quote:
Originally Posted by Tiptup300 View Post
Edit: It seems what it does is first Console.Update() which takes about a second each time. A few times while in Console.Update() it will "present" about 60 frames. Then once it finishes Console.Update(), it will actually draw. And this repeats.

On my computer I get about 1600 FPS, on the zune I get about .5 fps.
It sounds like there might be a problem with your timer code. I also don't know how you managed 1600FPS, it should only call Present at 60FPS.

Also have you tried using frame skipping? At the max setting(9) it should only call Present 5/6 times a second, allowing the processor more time.

Last edited by scottmc29; 08-27-2008 at 07:37 AM.



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Old 08-27-2008, 08:30 AM   #197 (permalink)
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Quote:
Originally Posted by scottmc29 View Post
It sounds like there might be a problem with your timer code. I also don't know how you managed 1600FPS, it should only call Present at 60FPS.

Also have you tried using frame skipping? At the max setting(9) it should only call Present 5/6 times a second, allowing the processor more time.
That would make sense. If the Zune is trying to call Present more than it should, it will go even slower than if it is trying to call it at the proper rate. I get 5-6 frames per second with the version that I have (from weeks ago).
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Old 08-27-2008, 02:51 PM   #198 (permalink)
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when there is a completed version of the emulator how will you put games on it to be played on the zune
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Old 08-27-2008, 07:16 PM   #199 (permalink)
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Quote:
Originally Posted by scottmc29 View Post
It sounds like there might be a problem with your timer code. I also don't know how you managed 1600FPS, it should only call Present at 60FPS.

Also have you tried using frame skipping? At the max setting(9) it should only call Present 5/6 times a second, allowing the processor more time.
My computer runs Draw (& Update) 1600 FPS, it runs present 60 FPS. The zune runs draw/update once every second, and it runs the present 60 times within every few frames.

EDIT: I'm using your timer code.



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Old 08-28-2008, 07:02 PM   #200 (permalink)
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If you can get it to call Present at 60FPS, that would mean it's running at full speed since the video and processor are syncronized. However it sounds like it's hogging the Zune CPU and XNA doesn't have time to update.

The next version should be slightly faster as the memory system has been changed. The switch statements in memory.cs are gone and there's no inheritance. After that I'll be working on the processor code, profilling shows it to be the biggest bottleneck(it was Tile.Draw before).

Also has anyone tried using the frame skipping feature. I know I ask this all the damn time, but it's been weeks now and nobody has said anything. I added that just for you guys, hoping it would speed things up.



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