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ragnarok this is gonna be great when it comes out this project is the only reason i haven't abandon the ps2 alltogether ^_^
i <3 emulation ^_^
hopefully be able to operate the biker mice from mars better than the other emulator
I'm not really sure about versions from 1.39 to 1.52. However, I do vaguely recall some people with early AMD athlon K7 machines complaining about speed issues with the newer versions released since 2006. Yet even before that when the initial frame skipping code changed in the year 2000, it caused many people with decent Pentium II machines to just give up on running SNES9x at a consistent speed.
Originally Posted by ragnarok2040
I myself have pretty much stuck with SNES9x v1.39mk3b++ for Windows that utilizes Kode54's OpenSPC implementation. It sure would've been nice to have had access to the source to that particular version. Under Linux I use ZSNES exclusively.
I thought the first release to emulate S-DD1 was about 1.42 or 1.43. But theses versions still using graphic patchs to speed improvement. Maybe a way to by-pass the low speed versions is to keep the support to these graphic patchs.
How much to have a go, man?
quite abit im assuming because he's having to rewrite most of it from scratch at least i think that's what he said....but most of the hard work is done wich was rewriting gskit and implementing his changes.
Originally Posted by mazxim
speaking of wich rag u think u could implement game genie and par support like u did with fceultra?
It's going to be a bit. The input/libgraph/init code was pretty easy to do, but the GUI code has lots of individual elements that have their own custom behaviors. I'd say I'm about 25-30% done. The skin configuration file is going to be pretty hefty...
After that, I need to implement a generic font class that can transparently render using either FontStudio and FontX2 fonts. I've only got the font interface fleshed out for the GUI implementation. Both types use the same methods, so they're already interchangeable, except for how they're loaded.
Cheat support probably won't make it in the first release, but I have plans on adding it. The first few releases will probably be needed to flush out any crashes. The GUI code is pretty generic so I can add specific screens for features without too much work, like cheat listing and browsing, afterwards.
Sorry it's taking so long :/. I'm about 70% done with the GUI code, now. I took some time to learn libpad pretty thoroughly, which made me rethink a few things regarding my input code. I slimmed down my Pad class to the bare neccessities, which should support any PS2 input device, in theory, as a digital pad. Other PS2 input devices can inherit from the Pad class to implement more advanced features. I'm planning a more advanced DualShock class which will support force feedback and pressure sensitivity.
I also wanted to support lightguns, so I looked into them. Although I don't have a lightgun, however, I found a lot of information that would be useful in making a driver for both the guncon2 and topgun2. I think it's possible to make a driver using the mouse driver as a template and the topgun2 Linux driver for the rest of the information.
My router, which I use to connect to ps2link, finally gave up the ghost and died yesterday. The bootloader appears to load, but I'm pretty sure the chip that stores the firmware is dead. The whole board looks fried with bubbling around the components. I haven't had a power surge so I think the power supply was bad. It was driving me nuts, anyway. I have a new router coming in Friday or Monday, so I'll have to wait until I can continue. It has a MIPS 24k chip, heh.
Don't worry about finnishing it too quickly, take your time to make sure it's as bugfree as possible when you release it
yea i agree i'd rather have a decent working emulator then a non working bug filled one like we already have ^_^
all good things take time and it hold true in this case as well ^_^