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Old 02-14-05, 08:31 PM   #76 (permalink)
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I'm having just one problem- is anyone else having lockups when suspending and resuming the pda while the emulator is running? When I turn it off to go do something, I turn the machine back on and the music is still going and everything until I touch a button, then it locks up and requires a soft reset. My axim isn't particularly stable in the first place, so maybe it's just me.
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Old 02-14-05, 08:49 PM   #77 (permalink)
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love the emu. Looks better than the 2.1.0.0 of morphgear and all but i still hate the sound in this emu. the main problem i have is how it speeds up and down up and down. Any way we can put a speed limiter on it so it gets to a certain speed and no more? Otherwise great job looks awsome now.
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X50v WM5 Unofficial A03 (WM5 AUK 3.5.2)
PPC6700 WM5 AUK 3.5.2
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Old 02-14-05, 10:26 PM   #78 (permalink)
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Yeah, I brought up the same problem. The developer doesn't want to make the speed 100% accurate because then it can't play correctly with the refresh rate of the X50v's LCD or something. My position is that the developers of MorphGear found a way and even if it doesn't work "properly", it sure is a hell of a lot nicer to play games on morphgear than on PSNES because of the remarkably accurate speed.
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Old 02-14-05, 11:05 PM   #79 (permalink)
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I don't know a whole lot about sound code in general, but from looking at it, I think that pocket SNES's is pretty basic... enough to send the sound from the snes9x core to the device, and that's about it. Definitely needs some looking at by somebody who has a clue about how it's supposed to work :)

As for the frame skip, I'm with you guys... I'd rather have true snes speed and have it a little jerky than for it to be slow. I'm thinking that since most games don't even come close to 60fps, it's probably going to run choppy anyways. Of course, Tala's worked some amazing magic getting it to run as well as it does, so it might just be the way it has to work for however its loading the frame into a texture. Whatever speed it runs at, it looks awesome.
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Old 02-15-05, 01:42 AM   #80 (permalink)
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the speed is in the right dirrection. now if we could just cap it (heck its 3d now anyone up for some vsync :) lol. Also when and if we get WM 2005 with direct x i would think porting and making emu's for this ppc will rise to a whole new level...
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Old 02-15-05, 05:24 AM   #81 (permalink)
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Quote:
the main problem i have is how it speeds up and down up and down. Any way we can put a speed limiter on it so it gets to a certain speed and no more?
Quote:
the speed is in the right dirrection. now if we could just cap it (heck its 3d now anyone up for some vsync lol.
As i already mentioned, the speed is vsynced for frameskip 1, thus it is exactly limited to Axims half screen refresh time.

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I'm thinking that since most games don't even come close to 60fps, it's probably going to run choppy anyways.
Wrong, games are running smooth if vsynced. Thats what i have done with frameskip 1. Of course that only holds if the frame actually can compute within 33 ms (most games without sound). The problem with jerky games is that other emulators output the frame not synchronized. Infact they are unable to synchronize their output since GAPI/GETRAWFRAMEBUFFER do not offer this feature.

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My position is that the developers of MorphGear found a way and even if it doesn't work "properly", it sure is a hell of a lot nicer to play games on morphgear than on PSNES because of the remarkably accurate speed.
Due to VSync it is only like 5% slower than NTSC and still faster than PAL. So your argument of "accuracy" does not really hold here.
It is also way more accurate than morphgear regarding frametiming since every frame gets displayed at exactly the same distance in time, which is not possible in morphgear atm.
Obviously i am no friend of autoframeskip, because you throw accuracy out of the window using this. Are you using autoframeskip?

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I don't know a whole lot about sound code in general, but from looking at it, I think that pocket SNES's is pretty basic... enough to send the sound from the snes9x core to the device, and that's about it
There is nothing more to be done, since the SNES9X Mixer does all the work. You only need a wave output device. On the other hand PSNES is only able to get the sound every scanline (sound sync), which may slow things down.

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Is the source available? I'm quite interested in the texture loading.
PM me your email address. I will send you the sources of the texture loader then.

Tala

Last edited by Tala; 02-15-05 at 05:36 AM.
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Old 02-15-05, 11:28 AM   #82 (permalink)
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hmm i do see that now. In FS 1 it does run practly full speed in Mario RPG with no sound.... Now if only the sound emu didnt sound so slow / slow the emu so much. Otherwise this is frickin awsome. Would there be any way to get the sound chip to do more than be just a wave out device. I know jack about codeing and whatnot but eh.
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Old 02-15-05, 11:03 PM   #83 (permalink)
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Any way you could add an option to adjust the cpu thread priority in future releases like MorphGear did to address the button lag issues?
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Old 02-18-05, 06:20 PM   #84 (permalink)
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where do i download new version
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Old 02-20-05, 10:57 AM   #85 (permalink)
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Originally Posted by frenzitti
where do i download new version
He's been updating the link on the first post, the latest version is the 27th of January.
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Old 03-01-05, 07:04 PM   #86 (permalink)
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Big Smile

Hi sorry for my english
I am a fan of Chrono Trigger and i have a Qtek s100 (xscale) the standard version of pocketsnes working pretty good but i have read with your version use opengl and is too fast

When i launch on my pda i have an error for for some missing file but pocketsnes not is a standalone application ? i need some file ?

Thanks e sorry for my bad english
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Old 03-02-05, 01:29 AM   #87 (permalink)
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Probably that gx.dll I keep hearing about. It's a file necessary for many games that some PDAs don't come with. I'd search the forum for details on that file.
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Old 03-02-05, 07:45 AM   #88 (permalink)
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I have downloaded the gapi 1.2 and i put pocketsnes.exe and gx.dll in the some directory but dont work there is always an error for missing library
in my windows folder there is a gx.dll file i have q tek s100 with windows mobile 2003 se
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Old 03-02-05, 11:32 AM   #89 (permalink)
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Originally Posted by _Jc_
I have downloaded the gapi 1.2 and i put pocketsnes.exe and gx.dll in the some directory but dont work there is always an error for missing library
in my windows folder there is a gx.dll file i have q tek s100 with windows mobile 2003 se
This version only works with Dell Axim X50V, it's the only pocketPC has OpenGL ES for Hardware.
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Old 03-02-05, 02:52 PM   #90 (permalink)
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AH ok now i understand :)

Thanks anyway
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