when we can expect any test release ?
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when we can expect any test release ?
PM convo between me and GPF
please dont quote me as i have about 10000 errors.
I wrote:
GPF wrote:Quote:
the new beta is an improvment. Is there a way to return to the main menu that i have yet to notice? also holding "r" and "l" no longer seems to work. I dunno if you made the resolution to support pal or not but for me it would be about perfect if it were pushed up +y just a little bit. personaly i perfered the smaller resolution and i know you probably have plans to make some kind of customization option later. anyways you probably already know all this but a list might be kind of helpful. so as far as the gui is...
"r" and "l" reset seems to be broken
the 256x256 looks nice but it needs to be pushed up
it needs some kind of button combo to return to the menu
though the speed is slow and the sound is scratchy, you may concider a public beta once thoes things are completed.
it would be nice if eventually...
you included customizable the video res
customizable controll settings were added
save states sram were supported
and of course if the video and sound were a little cleaner.
added artwork - pretty it up
Quote:
still working on fixing the getting back to the menu, it appears like its going back to the menu, but its not drawing the screen.
I didn't even think about pal support, I guess I will have to look into that Smiley right now I am stretching the screen to 320X240. I have been thinking about centering the screen instead, and maybe drawing a background around it, kind of like the other np emulator. I don't know how to draw a background yet though or have one Smiley
what are some example of customizable controller settings?
I have to look into using the vmu still shouldn't be to difficult ( i hope )
I need to fix the lower third corruption problem still, and sound I don't know about yet, one of the problems is its hard coded to 19.95 fps, still need to implement a frame counter so I can sync up the sound.
I am a horrible artist, hopefully someone will provide a splashscreen etc.
Please post your review on the forum so people get an idea of what going on.
Thanks,
Troy
R&L triggers now take you back to menu, frameskip(all but auto) and enabling/disabling sound works, press start button to return to previous menu or back to emulation.
The screen is now centered and is sized at 160X152 to match screen np resolution.
Troy
It seems we are in need of an artist for a splash screen for this emulator.
I had a pm convo between gpf and myself. The convo was over me trying to push just a tad for a public release and to help remove any possible frusteration. Here is what the convo looked like.
ME
GPFQuote:
This new release is alot better!
as i said before, when the gui is a little more complete you may concider a public release. I think its important to finish the menus before you really concentrate on the nuts and bolts of the support.
I read somewhere some idiot say something like *yet another hyped emu that wont be released by GPF* not sure if you quit on the gba emu, and i dont really care but it would probably do you some good and increase your reputation as a programmer if you made a release. So many programmers get frusterated before they make a release and dump projects because of it. dont want to see that happen to you. Smiley
I got more than one good message out of this reply. Not only am I going to get to test a new build later on tonight ;D , but also that the gba project will be resumed!Quote:
I am still working on the GBA emulator, it was just put on hold for a couple of months because I didn't have my dreamcast setup to develop with. Should resume probably after I release the neopop emulator.
I need a splashscreen graphic still and need some ideas for other menu options. The sound still needs serious work, and I am currently researching that.
I am going to be offline for awhile after tonight since I am moving, Ill try to post one more build tonight.
Troy
Anyway, if any artists are willing to come up with a splash screen, or if you have any ideas. Post em here! GPF will surely have a look at them.
Thanks.
Hey, GPF, do you Have/ need or would you like by any chance any music for the NeoPop and GBA emus? Â*I'm messing w/ some new electronic stuff and polishing it up a bit, I may have some fun bits for you, let me know if yer interested, and I'll snag you some nice trax. Â*- obelisk Â* PS, i haven't any site or DL's currntly, I've been quite busy as of late. Oh, and btw, Good Job & thanx.
I tried the latest release today. The frameskip option now works and everything is pretty much connected. I didnt mess with throttle but i dont think that works yet and neither does some other non esential stuff. the vmu now displays NEO POP on boot. Frame skip can improve the speed a bit but its still not quite up to snuff as they say. I imagine that everything on the gui will be connected by the next release and that GPF may begin work on speed improvments.
At this moment i would say that this emulator has pushed a little past ganksofts emu. One annoying factor is that the sound still makes an annoying clicking noise.
GPF said in a pm that he is in the process of moving and might not update for a few days.
I also wanted to remind you artists that we are ineed of a splash screen. anything you can do to help (music, art, etc) will most likely be appreciated. HELP OUT! thanks.
dont ask me about a release date. GPF will make his release when GPF is ready. :P
10-4, good buddy. I'll be going over rough cuts and some down mixed junk thiis wknd, some new trax, expect to hear from me next week w/ results, this weekend I'm doing some sound checks @ the studio and making sure i didn't possibly lose a 16 track ready to go da street album. Yay, sound techs, yay.
how big do u need the splash screen to be? 320x240?
just tell me, and i'll try to do my best :)
Just go with 640x480 - it could always be downsized if needed ;)
Here are 3 splash screens i have come up with... they are all based on a similar idea... hope u like em! :)
www.elrincondepablo.com.ar/neopop.rar
i would go with the third splash screen just cause it includes the the dreamcast swirl and makes it look kind of original if there is something wrong with copyright the first looks alot more colourful second is good aswell but its all about the 3rd,1st screen
this'll be up to GPF whenever he returns. thanks for the help, Im sure he mutch appreciates it. :)
[quote author=Eric link=board=dcemu;num=1098286979;start=45#50 date=11/20/04 at 14:57:02]i would go with the third splash screen just cause it includes the the dreamcast swirl[/quote]
The 3 screens have the dreamcast swirl ;D
And in case my vote counts, I like the 1st one more than the others ^_^
I kind of like the first 1, I just hate that "powered by sdl" watermark.
it's just a way of giving some reward to the sdl lib... if u people want it out, i'll take it out ::)
Well, SDL (meaning its implementation on DC) often holds developers back for certain things, like emulator rendering code. So its not that its bad or anything, its just that ultimately, it may not be SDL powering the more intensive parts at all. You could always put "Powered by KOS" or "Powered by GPF" eventually. ;)
I got rid of it now... you can grab the new ver @ the same url (http://www.elrincondepablo.com.ar/neopop.rar)...
I also increased the quality a little bit, so that it looks better if it needs to be resized
i love the first one.
well Im back at work, so heres the latest update.
I prefer the 3rd splash screen, love the eye.
I have implemented zip rom loading support.
fixed the flash rom saving and loading code, and have implemented the state saving and loading code from the game menu. Still need to implement zlib compression for the vmu saves though, since the flash rom is 15 blocks and state saves are about 98 blocks, I have only tested it with Bustamove pocket rom.
I increased the sound output to 44100k and I think that got rid of the ticking sound. Still need to port sound to kos sound stream.
Hopefully my cable modem will be setup tonight, so I can upload a new version for betatesters.
Troy
cable modem is up :)
new beta version sent in PM to betatesters.
Troy
pretty much everything is working well with the exception of too much flash rom being used.
mabey some more speed will come next... i hope.
The splash (thanks to Neo_Matrix_IV :) ) looks very nice on the tv screen. and the sound is vastly improved... no more of that damn ticking. things seem to be moving smoothly and its nice to have GPF back. ;D
i havent seen this emulator yet, but from the sounds of it, it seems pretty cool....i cant wait till its completed :)
Nice to hear things are improving :)
remember that if u need help with some images, the only thing you have to do is ask ;)
[quote author=Neo_Matrix_IV link=board=dcemu;num=1098286979;start=60#62 date=12/03/04 at 13:23:05]Nice to hear things are improving :)
remember that if u need help with some images, the only thing you have to do is ask ;)[/quote]
Will do.
Thanks again for the awesome splash screen.
Troy
Hi folks!
I'm currently porting NeoPop to a SuperH2 CPU architecture.
There where a couple of problems involved, because the TLCS900h CPU core of NeoPop is only for LSB (like x86) architecture and got no (unlike the sound CPU z80 core) MSB compile flag.
Yes, I've tried very hard to fix this alone, but now help would be very appreciated.
I got it already running, but had only graphics with one homebrew demo. Some tiles are missing and it was really hard to find the reason for that. Now that my fix still doesn't work, I really need help.
All accesses to memory with _u16 and _u32 pointers are converted to return MSB value format and furthermore proper alignment is established.
Now my last problem - I thought - has something to do with incorrect register access.
Remember these bunch of mapB mapW and mapL files in the TLCS900 core?
Looking into these I saw accesses to 32bit register values with word and byte pointers, expecting to have it in LSB format. Of course the LSB access to the first byte of a 4 byte MSB register will return the last byte instead.
So I decided to modify these .h files to be compilable for both, MSB and LSB.
Now please, can you give some hints to me, what fixes you established regarding alignment and endianes?
Thanks,
Rockin'-B
That's great news, Rockin'-B! Wish you all the best & welcome to DCEmuUK :)
[quote author=RockinB link=board=dcemu;num=1098286979;start=60#64 date=01/02/05 at 12:29:02]Hi folks!
I'm currently porting NeoPop to a SuperH2 CPU architecture.
There where a couple of problems involved, because the TLCS900h CPU core of NeoPop is only for LSB (like x86) architecture and got no (unlike the sound CPU z80 core) MSB compile flag.
Yes, I've tried very hard to fix this alone, but now help would be very appreciated.
I got it already running, but had only graphics with one homebrew demo. Some tiles are missing and it was really hard to find the reason for that. Now that my fix still doesn't work, I really need help.
All accesses to memory with _u16 and _u32 pointers are converted to return MSB value format and furthermore proper alignment is established.
Now my last problem - I thought - has something to do with incorrect register access.
Remember these bunch of mapB mapW and mapL files in the TLCS900 core?
Looking into these I saw accesses to 32bit register values with word and byte pointers, expecting to have it in LSB format. Of course the LSB access to the first byte of a 4 byte MSB register will return the last byte instead.
So I decided to modify these .h files to be compilable for both, MSB and LSB.
Now please, can you give some hints to me, what fixes you established regarding alignment and endianes?
Thanks,
Rockin'-B[/quote]
I suggest you look at the ngage port of neopop. if that doesn't help send me your email and i'll send you my code. But dreamcast is LSB so I dont know if my code would help or not.
Troy
My problem is fixed now, NeoPop runs on real Saturn, although the colors are slightly shifted to red.
As for the N-Pop source: I don't know what to think about it: Subbie made some changes to the windows version which one would only apply to a MSB port. But to run on an MSB machine, there are a lot more fixes to do.
Beware: subbie made some little experimental changes to the TLCS900 core, which do not behave like the original. I took only a part of them over, untill NeoPop runs correctly.
[quote author=RockinB link=board=dcemu;num=1098286979;start=60#67 date=01/06/05 at 13:23:39]
Beware: subbie made some little experimental changes to the TLCS900 core, which do not behave like the original. I took only a part of them over, untill NeoPop runs correctly.[/quote]
Yeah I didn't use those TLCS900 core changes, I only used the mem.c changes for 4 byte allignment and the gfx_scanline_colour, BGR swap to RGB .
Troy
[quote author=RockinB link=board=dcemu;num=1098286979;start=60#67 date=01/06/05 at 13:23:39]My problem is fixed now, NeoPop runs on real Saturn, although the colors are slightly shifted to red.[/quote]
Hmm, funny that I would read this on dcemu uk before I do on SX. I should probably check out the SX saturn boards, shouldn't I? ;)
any updates on this emu for public info ?