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PostPosted: Fri Sep 19, 2014 9:24 pm 
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Getting there!


Last edited by Tygerbug on Sat Sep 20, 2014 4:39 pm, edited 1 time in total.

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PostPosted: Sat Sep 20, 2014 4:32 pm 
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Super Mario Bros 2 HD Remake! Princess Peach HDNes test by Alex Douglas, art by Garrett Gilchrist.
http://youtu.be/A0Aw-7J4uow

Download the video here:
http://www.mediafire.com/download/g599e ... 1_EV1B.mov


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PostPosted: Sat Sep 20, 2014 4:50 pm 
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Location: NE Indiana, USA (NTSC)
Hmmm... What do you think's better for Birdo? Metal or DnB?


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PostPosted: Sat Sep 20, 2014 6:52 pm 
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And to coincide with the above video, here's a zip of the current graphics pack build!


Attachments:
mario2.zip [391.47 KiB]
Downloaded 136 times
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PostPosted: Sun Sep 21, 2014 2:01 am 
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Nice work! Thanks for sharing.

tepples wrote:
Hmmm... What do you think's better for Birdo? Metal or DnB?


Use both! In theory the emulator can play a different tune for each character. :D


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PostPosted: Mon Sep 22, 2014 1:51 am 
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游戏过程中的卡顿问题需要解决。


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PostPosted: Mon Sep 22, 2014 4:39 am 
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LittleMike wrote:
游戏过程中的卡顿问题需要解决。
Need to resolve the lag problem during game play


關閉"Generate data for graphics pack editor"功能之後是否仍然有這個問題?
Do you have this problem if you turn of the "Generate data for graphics pack editor" function?


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PostPosted: Tue Sep 23, 2014 2:43 am 
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我在"Generate data for graphics pack editor"下选择none,仍然有拖慢现象发生。使用的模拟器是最新版。
笔记本配置:
Intel Core i5-3210M(2.5GHz/L3 3M)
6GB RAM
NVIDIA GeForce GT 640M


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PostPosted: Wed Sep 24, 2014 9:35 am 
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LittleMike wrote:
我在"Generate data for graphics pack editor"下选择none,仍然有拖慢现象发生。使用的模拟器是最新版。
笔记本配置:

I selected "none" under "Generate data for graphics pack editor" and it still has the lag problem. I'm using the latest version of the emulator.
Notebook config:

Intel Core i5-3210M(2.5GHz/L3 3M)
6GB RAM
NVIDIA GeForce GT 640M


這樣就只有等到我想出一些讓模擬器加快的方法才會有改善。
In that case, there is nothing to be done until I can think of some ways to optimize the speed of the emulator.


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PostPosted: Thu Sep 25, 2014 7:53 am 
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LittleMike,可不可以看看螢幕的幀數設定是不是60?
LittleMike, can you also check the frame rate setting of the screen is 60?


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PostPosted: Fri Sep 26, 2014 2:24 am 
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我使用fraps软件来查看帧数。
游戏在正常速度的时候,帧数是60,但是不稳定,有的时候会下降到50左右,当降到50以下的时候,就产生明显的卡顿。
我用于测试的游戏是Yie Ar Kung-Fu


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PostPosted: Mon Sep 29, 2014 11:12 am 
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LittleMike wrote:
我使用fraps软件来查看帧数。
游戏在正常速度的时候,帧数是60,但是不稳定,有的时候会下降到50左右,当降到50以下的时候,就产生明显的卡顿。
我用于测试的游戏是Yie Ar Kung-Fu

I used fraps to check the frame rate. When the game ran with normal speed, the frame rate was 60 but not stable. In occasions it dropped to around 50, and there was significant lag when it fell below 50. I used Yie Ar Kung-Fu for the test.


請試試有沒有幫助
Please try to see if it helps your case.

更新 2014-9-30:
Update 2014-9-30:
在顯示引擎加了一個小的速度的修改。
Added a small speed fix to the render engine.


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PostPosted: Mon Sep 29, 2014 10:00 pm 
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使用了9月30号的版本。
用同样的游戏测试,速度稍稍有一点改进,帧数虽然还是不能稳定在60,但几乎不会掉到50以下了。
楼主亲自测试过吗?是不是和我一样的情况呢


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PostPosted: Tue Sep 30, 2014 12:34 am 
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LittleMike wrote:
使用了9月30号的版本。
用同样的游戏测试,速度稍稍有一点改进,帧数虽然还是不能稳定在60,但几乎不会掉到50以下了。
楼主亲自测试过吗?是不是和我一样的情况呢

Tested with the 30/9 version.
Testing with the same game, there is a small improvement with the speed. The frame rate still won't stay at 60 but it rarely drops below 50.
Did author test it yourself? Does it has the same problem as mine?


在正常運作的時候,我沒有遇到模擬器拖慢的现象。只有在開發或錄影時才有這個問題。在開發時帧数原本就已經遠遠低於60,所以這個修正是有幫助但仍沒有60fps。
I don't have the lag problem when running the emulator normally, I only have that problem when debugging or recording. During debugging, the frame rate was far below 60 before, so the fix helps but still no 60 fps.


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PostPosted: Mon Oct 06, 2014 12:59 pm 
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Hey mkwong. Do you think it would be possible to add APNG support to the emulator? I had someone ask me recently if it would be possible to add extra animations this way. I found this code http://sourceforge.net/projects/libpng-apng/ and compiled a libpng dll *link removed*. So far everything works but the animation doesn't play. I think it has to do with the way the image is loaded into memory or it has to be defined in the source code. Either way it would be cool if this can work because then we could add idle animations to sprites if they stand still long enough or have pulsing colors or other changes on something that isn't normally animated like background tiles.

edit:
After looking into this more in-depth it seems like it wouldn't work anyways. APNG is not developed very much and finding SDL_image support and getting it to work is nigh impossible (at least for me). It probably would be better to come up with our own animation system in a traditional sense with multiple images per sheets that it scrolls through.


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