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Acmlm's Board - I2 Archive - General Emulation - Schpune! [new NES emu] | | | |
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Lenophis Super Koopa Level: 44 Posts: 421/830 EXP: 584360 For next: 26925 Since: 03-15-04 From: Duluth, MN Since last post: 4 hours Last activity: 3 hours |
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Originally posted by Sonicandtails Schpune is a general purpose "play" emulator, not a debugger. If you want debugging skillz and ASM "no-ledge," (I made a funny) then stick to FCEUXD. Schpune's movie support > all other NES emu's right now. And that, I am not kidding about. |
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Someguy Buzzy Beetle It seems as though the girl you've fallen for is also a pyromaniac. Level: 32 Posts: 246/397 EXP: 193329 For next: 13113 Since: 03-15-04 From: I'm proud to be an American... I think... Since last post: 1 day Last activity: 5 hours |
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I'm sure that this emulator will become popular, with the stable movie recording as well as the savestate in movies feature, though I think that's in most movie capable emulators. I would like to see a slowdown and rewind button(That would work for movies while playing and recording possibly), I haven't seen a rewind button on an emulator but I haven't tried many either. I also like the features that can be adjusted for each rom. I'll be looking back on this emulator if it doesn't simply die or anything, it looks like it will become top notch. | |||
dormento Shyguy Level: 17 Posts: 84/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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I'm sure that this emulator will become popular, with the stable movie recording as well as the savestate in movies feature That's just so damn true. Btw, how did you made it so the movie doesn't lose sync (like most other emus)? How's the movie file format laid out? ...and... have i sad that the sound is top notch yet? |
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Googie Surarok Level: 39 Posts: 318/624 EXP: 380784 For next: 23987 Since: 03-15-04 From: Corona Queens New York Since last post: 3 hours Last activity: 3 hours |
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When I saw Schpune, it reminded me of The Tick cartoon. SPOOOOOOOOOOOOON! Well, anyways I like this emulator you put together, the featire I like is the movie recording. I'm testing it with ROMs right now so you'll get some feedback from me soon okay? The spoon icon rocks. Awsome work btw, Disch. | |||
Dish Spiny Level: 38 Posts: 300/596 EXP: 355646 For next: 14801 Since: 03-15-04 From: Disch Since last post: 18 days Last activity: 18 days |
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Thanks for the positive feedback everyone! ^^. I'm still working on it -- right now I'm adding various mappers (VRC7, currently -- stupid sound)Originally posted by dormento The movie file format isn't super complex -- just a savestate followed by a recording of button presses along with timestamps of when the buttons were pressed. As for the first question -- I think the real question is why do some emus have such a hard time with such a basic feature. There's really no trick to it other than stable emulation -- which every emu should have. If you load up a ROM and play it, it will play exactly the same way every time in an emulator -- the only thing that changes is what the user inputs -- so if you record that input (and do a halfway decent job of it), echoing those keypresses back when the game restarts will result in the game flowing exactly the same when it was recorded (stable movies). Why this is so hard for some emus -- I just don't understand. I had no trouble with it. |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3871/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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It doesn't seem like something that should be an issue. Maybe it's a matter of timing issues or multiple threads. I can see how it might screw up if you grabbed the key-data say once every second instead of once every however many instructions, but that's just a stupid way of doing things. | |||
Dish Spiny Level: 38 Posts: 301/596 EXP: 355646 For next: 14801 Since: 03-15-04 From: Disch Since last post: 18 days Last activity: 18 days |
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Well the thing that make it so simple is the game has to actually poll for joypad data (by strobing through $4016). So if you just keep a counter and increment it every time the joypad gets strobed by the game, and use that counter as a timestamp for keypresses -- there is NO REASON why your movie should lose sync unless you do things really stupidly. But yeah... to me it just seems so simple and basic -- yet so many emus have a hard time with it. I guess I just don't understand what their problem is. |
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RT-55J Ninji Level: 23 Posts: 21/240 EXP: 65287 For next: 2436 Since: 12-29-04 Since last post: 9 hours Last activity: 9 hours |
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Actually, I think that the reason so many emulators desync when you try to rerecord is that they don't go back to the point in the movie where the save state was created so that if you make X mistake, load a savestate, then correct it (Y) the finished product shows you doing X mistake and then doing the Y keypresses or something like that. Oh, wait... you were talking about normal playthroughs. | |||
Hyde Goomba Level: 8 Posts: 23/24 EXP: 2168 For next: 19 Since: 11-27-04 Since last post: 209 days Last activity: 203 days |
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Some of you guys were talking about how displaying stretched images work slow. Well, I came accross a similar issue while working on my emulator: displaying the image stretched to twice its original size (keeping the aspect ratio right) would slow down the program a bunch. What you might wanna try is go to your display settings, change the color depth to 16 bits, then try running the emulator once again. I think this may fix your issues. | |||
dormento Shyguy Level: 17 Posts: 88/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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I ran it at 16 bit color, 1024x768. Are you using StretchBlt or DX? |
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creaothceann Red Paragoomba Level: 11 Posts: 9/50 EXP: 5903 For next: 82 Since: 01-27-05 Since last post: 21 hours Last activity: 21 hours |
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Nice work. Here're some points for improvement. You don't have to implement them... it's just what I noticed on the first try. - file selection dialogs (ROMs, presets etc.) starting by default in Schpune's directory - key buttons have to be activated (currently, Alt-Tab changes settings!) - cheat support "Config Input": picture of a NES controller? "Config Video": checkboxes for stretching, 32-bit, HQ2X, 2XSaI, Super Eagle, Super 2XSaI; more resolutions "Sound Channels": one big table? Like, Square1..MMC5:PCM on the y axis, and enabled/invert/volume/panning on the x axis. "Config Hotkeys": button for slot selecting window (with preview), ZSNES-like |
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Acmlm's Board - I2 Archive - General Emulation - Schpune! [new NES emu] | | | |