I confirm now. Damned, Nintaco is too slow on my old PC with WinXP.zeroone wrote:I am able to save and load edited Arkanoid II levels in Nintaco.AnnaWu wrote:To save levels is not the problem but to load it. Only kindred is able to load edited levels.
Nintaco -- NES-Famicom-Dendy Emulator
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Re: Nintaco -- NES-Famicom-Dendy Emulator
Re: Nintaco -- NES-Famicom-Dendy Emulator
What are the specs of your WinXP box?AnnaWu wrote:Nintaco is too slow on my old PC with WinXP.
Re: Nintaco -- NES-Famicom-Dendy Emulator
I put the latest build in the OP. It includes a bunch of patches to existing features.
AnnaWu wrote:Nintaco is too slow on my old PC with WinXP.
I also tweaked the way that the timer functions in attempt to make it more performant on older boxes. Please let me know if the modification helped.Dwedit wrote:Framerate goes between 55-60FPS, usually 58FPS. Whenever it doesn't reach 60FPS, sound stutters after about a second.
Found the vsync setting, it goes slightly faster if I turn off vsync.
With Vsync off, and speed set to max, I can get 85FPS.
Re: Nintaco -- NES-Famicom-Dendy Emulator
I finally acquired a page for my emulator.
Re: Nintaco -- NES-Famicom-Dendy Emulator
There is a file in lib/native called libjinput-osx.jnilib Can you rename it to libjinput-osx.dylib and try again?hackfresh wrote:@zeroone netplay rewind seemed to work correctly. My buddy on Mac wasn't able to set his buttons at all (didnt recognize his controller or KB). His OS is el capitan 10.11.3
Maybe its the same Jinput issue.
Is there anything that would make netplay better/worse than nestopia+kaillera p2p? Or should it be roughly the same?
Also, for anyone who can test this under Linux, can you check the error log in the system subdir for issues? Thanks.
Re: Nintaco -- NES-Famicom-Dendy Emulator
Scans through all the /dev/input/eventXX nodes, which means I can't use keyboard input. It does correctly work with an external USB controller ... at least once I fix the same stupid permissions issue that bit me with Mesen. (For some reason, /dev/input/jsX are world-readable, but their corresponding /dev/input/eventXX node for joystick HID devices aren't)zeroone wrote:Also, for anyone who can test this under Linux, can you check the error log in the system subdir for issues? Thanks.
Re: Nintaco -- NES-Famicom-Dendy Emulator
Googling suggests the same:lidnariq wrote:Scans through all the /dev/input/eventXX nodes, which means I can't use keyboard input. It does correctly work with an external USB controller ... at least once I fix the same stupid permissions issue that bit me with Mesen. (For some reason, /dev/input/jsX are world-readable, but their corresponding /dev/input/eventXX node for joystick HID devices aren't)zeroone wrote:Also, for anyone who can test this under Linux, can you check the error log in the system subdir for issues? Thanks.
http://www.java-gaming.org/index.php?topic=17889.0
http://stackoverflow.com/questions/4307 ... privileges
Though, I wonder why fixing permissions does not solve the keyboard issue.
Re: Nintaco -- NES-Famicom-Dendy Emulator
I mean, it should, but unlike with the joystick I'm insufficiently confident that it's "safe" (whatever that means) to override the restrictive permissions for my primary input device.
Re: Nintaco -- NES-Famicom-Dendy Emulator
Ah. But, does that mean if you did issue the proper command, it would likely fix this issue?lidnariq wrote:I mean, it should, but unlike with the joystick I'm insufficiently confident that it's "safe" (whatever that means) to override the restrictive permissions for my primary input device.
Re: Nintaco -- NES-Famicom-Dendy Emulator
I mean, sure, in the same sense that running things as Administrator under WIndows XP would solve an issue...
Re: Nintaco -- NES-Famicom-Dendy Emulator
Well, the best I can do at the moment is to document how to abuse your environment to make it work. My Unix knowledge in general is quite limited. If possible, could you provide the least invasive commands that would enable a user to run this under Linux and the consequences of said commands?lidnariq wrote:I mean, sure, in the same sense that running things as Administrator under WIndows XP would solve an issue...
Re: Nintaco -- NES-Famicom-Dendy Emulator
Nevermind, I'm wrong. Even after having made all the /dev/input/eventXX nodes world-readable, keyboard input doesn't work in the button remapper, and system.log just says
20170419-12:26:57.424 INFO: Linux plugin claims to have found 5 controllers
Re: Nintaco -- NES-Famicom-Dendy Emulator
Ouch.lidnariq wrote:Nevermind, I'm wrong. Even after having made all the /dev/input/eventXX nodes world-readable, keyboard input doesn't work in the button remapper, and system.log just says20170419-12:26:57.424 INFO: Linux plugin claims to have found 5 controllers
It looks like even Minecraft had this issue back in the day:
http://www.minecraftforum.net/forums/ar ... ut-event-x
I'm not sure if any of that information helps.
Re: Nintaco -- NES-Famicom-Dendy Emulator
I'm gonna post to hope and see if the dev even sees this.
A problem that I seem to be having is with the C api. Whenever I try to run getPixels(api,pixels) in the FrameListener, once the function escapes the program will segfault. I made sure to make the array size is 256 * 240, I have tried both dynamically allocated memory and array on the stack, both cause a segfault.
I am using the latest versions of both the api and the emulator from 5/1/17 .
Code: https://pastebin.com/mUgsjDQu
A problem that I seem to be having is with the C api. Whenever I try to run getPixels(api,pixels) in the FrameListener, once the function escapes the program will segfault. I made sure to make the array size is 256 * 240, I have tried both dynamically allocated memory and array on the stack, both cause a segfault.
I am using the latest versions of both the api and the emulator from 5/1/17 .
Code: https://pastebin.com/mUgsjDQu
Re: Nintaco -- NES-Famicom-Dendy Emulator
Sorry about that issue. I'll try to patch that this weekend.jblazing wrote:I'm gonna post to hope and see if the dev even sees this.
A problem that I seem to be having is with the C api. Whenever I try to run getPixels(api,pixels) in the FrameListener, once the function escapes the program will segfault. I made sure to make the array size is 256 * 240, I have tried both dynamically allocated memory and array on the stack, both cause a segfault.
I am using the latest versions of both the api and the emulator from 5/1/17 .
Code: https://pastebin.com/mUgsjDQu