Search found 40 matches

by Marty
Wed Feb 15, 2006 10:41 am
Forum: NESdev
Topic: Texture Mapping
Replies: 35
Views: 15023

tokumaru wrote:Oh well, that's what happens when you take too long to finish stuff.
In that case, how about "Duke NESem Forever"? :)
by Marty
Sat Feb 11, 2006 8:34 pm
Forum: NESemdev
Topic: Mapper 90 correction?
Replies: 5
Views: 3777

Power Rangers III and IV also requires "extended mirroring".
by Marty
Wed Jan 18, 2006 12:47 am
Forum: NESemdev
Topic: Nintendulator and mappers 34 & 64
Replies: 12
Views: 5519

FCEU reassigned it to mapper 158 a while ago, so I did the same.
by Marty
Sat Jan 14, 2006 9:06 pm
Forum: NESemdev
Topic: NTSC NES Composite Video Emulator
Replies: 90
Views: 59630

I imagine the use of restrict helps most, since possible pointer aliasing really kills opportunities for parallelism. Are IA-32 compilers able to use the vector units (MMX etc.) automatically? If not, rewriting the code to use them would likely give a big speedup, since much of it can be done in pa...
by Marty
Sat Jan 14, 2006 12:58 pm
Forum: NESemdev
Topic: NTSC NES Composite Video Emulator
Replies: 90
Views: 59630

I've imported ntsc_emu.c into my project and made a C++ template class of it. After some C++ tricks and compiler abuse I managed to gain about +20fps. The biggest speed boost was attained by removing some temporaries and lump several assignment-expressions into one. It's ugly, but it gives the compi...
by Marty
Tue Jan 10, 2006 11:10 pm
Forum: NESemdev
Topic: NTSC NES Composite Video Emulator
Replies: 90
Views: 59630

Fine over here too! :D

Image
by Marty
Tue Jan 10, 2006 11:53 am
Forum: NESemdev
Topic: Nestopia New homepage and version 1.24 released.
Replies: 22
Views: 9479

Agreed, but let's get one thing straight here. I am the author and I did not post that.
by Marty
Thu Oct 13, 2005 4:00 am
Forum: NESemdev
Topic: APU Frame IRQ Flag and IRQ Timing
Replies: 24
Views: 13140

last edit I swear -- Was able to get both Cobra Triangle and Time Lord working (had nothing to do with the APU tests). What I do now is I start emulation 10 scanlines into VBlank on reset/powerup (with $2002.7 high immediately). This gives both games lots of buffer time to switch frame modes... so ...
by Marty
Thu Oct 06, 2005 9:12 am
Forum: NESemdev
Topic: Nestopia Update
Replies: 14
Views: 9314

Nestopia Update

Sorry for shamelessly plugging my emulator here. Figured it would be all right though since this is the first time in almost two years Nestopia has another update.

Windows version
Mac version
by Marty
Wed Sep 14, 2005 2:55 pm
Forum: NESdev
Topic: Really good "special effects" in games
Replies: 40
Views: 20043

Celius wrote:Sorry, this is RANDOM, and has nothing to do with this forum, but who do you think is the most well known person in the world of NESdev? I'm thinking either kevin horton or marat fayzullin. Maybe y0shi. Who do you think?
Shigeru Miyamoto. :D
by Marty
Sun Aug 21, 2005 6:44 pm
Forum: Newbie Help Center
Topic: Nintendulator Question
Replies: 26
Views: 12948

Yep, it does.
by Marty
Sun Aug 21, 2005 5:51 pm
Forum: Newbie Help Center
Topic: Nintendulator Question
Replies: 26
Views: 12948

QPC should be fairly safe to use. The hardware counter it uses may be different across systems but the most common seems to be the PMT (3.57 MHz) or the PIT (1.19 MHz). Altough unlikely these days, it may also use the RDTSC in which case one should do a re-check with QPF once in a while to make sure...
by Marty
Sun Aug 21, 2005 4:41 pm
Forum: Newbie Help Center
Topic: Nintendulator Question
Replies: 26
Views: 12948

I hear Laptops are infamous for having trouble with emulators since their timing functions work differently or some crap -- so emulators which work fine on desktops often jitter and stutter on laptops. It is due to a combination of things: the LCD and the dynamic CPU frequency scaling. The source o...
by Marty
Wed Aug 03, 2005 1:11 pm
Forum: NESemdev
Topic: Looking for faster DDraw routines..
Replies: 11
Views: 6556

Hmmm... screen as a texture... Would it be possible to implement scale2x as a pixel shader on current DX9 hardware? I think it's possible but it will require quite some work due to the heavy flow control in the algorithm. It would probably require version 1.2 or higher. But yeah, with a dose of cre...
by Marty
Tue Aug 02, 2005 9:57 pm
Forum: NESemdev
Topic: Looking for faster DDraw routines..
Replies: 11
Views: 6556

Me above.