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Workin on the pocketnes semi-rewrite...
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quattj
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Joined: 23 Mar 2008
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PostPosted: Mon Apr 27, 2009 3:10 pm    Post subject: Reply with quote

Hey, so *cough cough*
What are the chances that the GBA Movie Player versions will get some love after all this is done? Is the re-write going to be able to decrease the code size at all so you can squeeze more goodness into my GBAMP? Wink Very Happy Cool
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Dwedit
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PostPosted: Mon Apr 27, 2009 3:20 pm    Post subject: Reply with quote

If you haven't yet tried it, go grab the firmware version of GBAMP PocketNES.
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Dwedit
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PostPosted: Mon Apr 27, 2009 9:25 pm    Post subject: Reply with quote


188 FPS in Zelda 2? I'll take it...
Yay speedhacks.
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Covarr
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PostPosted: Tue Apr 28, 2009 12:45 am    Post subject: Reply with quote

Okay, now I'm excited. Even on my 2.6GHz Core 2 I can't get that kind of framerate in Zelda II, I assume because most modern NES emulators are ridiculously bloated.
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quattj
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PostPosted: Tue Apr 28, 2009 3:43 pm    Post subject: Reply with quote

Dwedit wrote:
If you haven't yet tried it, go grab the firmware version of GBAMP PocketNES.
I've had it since it came out Wink
Problem is, it has issues sometimes, as does Goomba Color. There are some games that play with v9.96 that are messed up with the firmware version (Kirby's Adventure PRG1, errr, and some others I forgot at the moment) so I was just hoping that one day there might be some tweaking for them that might help a bit without making them unusable sizewise Razz

My main wish would be better support for the mapper that Battletoads uses, so the screen doesn't wiggle so much, and we can have those big "punch" sounds that are missing right now. That would be sweet Cool
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Dwedit
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PostPosted: Tue Apr 28, 2009 11:23 pm    Post subject: Reply with quote

Battletoads isn't a mapper issue, it's an instruction timing issue. Without perfect timing, it shakes.
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DKnight2066
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PostPosted: Tue Apr 28, 2009 11:34 pm    Post subject: Reply with quote

Opus wrote:
Hey Dwedit!

There's no possible chance of adding another mapper so it would be compatible with KOEI games would it?

Thanks ahead.


Gotta agree there bud. Gemfire would complete my NES collection, no question. The mapper for it is such a nightmare though...

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Asaki
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PostPosted: Wed Apr 29, 2009 4:09 am    Post subject: Reply with quote

Covarr wrote:
Even on my 2.6GHz Core 2 I can't get that kind of framerate in Zelda II, I assume because most modern NES emulators are ridiculously bloated.


Or it's because most emulators lock it at the correct speed of 60 fps (or 50 fps for PAL).
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CKY-2K
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PostPosted: Wed Apr 29, 2009 5:19 am    Post subject: Reply with quote

Asaki wrote:
Covarr wrote:
Even on my 2.6GHz Core 2 I can't get that kind of framerate in Zelda II, I assume because most modern NES emulators are ridiculously bloated.


Or it's because most emulators lock it at the correct speed of 60 fps (or 50 fps for PAL).

Most emulators have an uncap fps option though.
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quattj
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PostPosted: Wed Apr 29, 2009 4:13 pm    Post subject: Reply with quote

Dwedit wrote:
Battletoads isn't a mapper issue, it's an instruction timing issue. Without perfect timing, it shakes.
Hmmm, interesting. So does that mean my 'Toads will never get over their Parkinson's?
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Dwedit
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PostPosted: Wed Apr 29, 2009 4:54 pm    Post subject: Reply with quote

In current builds I have, battletoads doesn't shake.
Heck, it doesn't even shake in the 11-10-08 build.
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quattj
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PostPosted: Thu Apr 30, 2009 3:15 am    Post subject: Reply with quote

Dwedit wrote:
In current builds I have, battletoads doesn't shake.
Heck, it doesn't even shake in the 11-10-08 build.
Is that for the GBAMP, or just the regular? And, I just made a nice discovery using what you said about it being a timing issue. I turned off all the speedhacks (the default Jump Hack I think?) and the wiggly-ish-ness was almost eliminated. Sweet! I may just be able to play with my eyes intact Wink
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Granville
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PostPosted: Thu Apr 30, 2009 5:23 am    Post subject: Reply with quote

I'd like to ask a question if it's ok with you Dwedit-

What sorts of emulators could benefit from a similar rewrite? Goomba? SNES Advance? Snezziboy? PCE Advance? SMS Advance? And could this rewrite be potentially be adapted to emulators for DS? Doubt any of these are yes answers since the coding is so different. Thanks in advance.
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CKY-2K
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PostPosted: Fri May 01, 2009 6:57 pm    Post subject: Reply with quote

Though this isn't probably gonna happen, it would be cool if you worked on emulating controller accessories like the zapper and power pad.

The zapper could be a cursor that you can use by switching the player controller to it, and it detects if the color on it's positioned at when fired is white.
The power pad could be just assigned to buttons on the controller, like how the coin trigger for SMB VS is assigned to start or select.
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Vague Rant
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PostPosted: Sat May 02, 2009 3:54 am    Post subject: Reply with quote

I vote for Power Glove support.
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