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Thread: CPS2 Emulator Test Version 5 Released

                  
   
  1. #171
    XBOX 360 User QueadlunnRau's Avatar
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    Quote Originally Posted by uudem
    have a small question hope anyone is goin to reply
    is there any risk if I disable the framskip
    cuz it s really making most games more enjoyable for me
    and I wondered why would u enable framskip
    thx in advance

    yeah I have set all my CPS2 games Frameskip to 0. Some people do use frameskip to speed up any slower running games. Seems setting frameskip 0 on this emu makes games run smoother, but in most other emulators setting frameskip to 1-3 will allow the game to run full speed if you have any slowdown.

  2. #172
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    Default ty dude

    tyvm
    this is the best emu
    I love all the cps2 games

  3. #173

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    Can i do it whit fw 2,01 :O

  4. #174
    DCEmu Pro b8a's Avatar
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    NJ has once again updated his page. The SFZ2 ranking mark display bug is now listed as fixed. The rest of the changes are as follows:
    Quote Originally Posted by NJ
    Below are parts that caught my eye that I've fixed.
    -The above and below scores in the ranking display in Mighty Pang weren't being masked. (Fixed)
    -Fixed an issue with Puzz Loop 2 where a portion of the sprites wasn't being properly converted.

    -A list of games that I have confirmed have no draw problems
    Since I have finished checking all of these (including their clone sets), there is no need to report on them.
    (Confirmed with Raster Effects On, excluding palette randomness (currently being adjusted))
    armwar
    avsp
    batcir
    cybots
    ddtod
    dimahoo
    dstlk
    ecofghtr - Since the speed doesn't drop, Raster Effects On is recommended
    gigawing
    megaman2
    mmatrix
    mpangj - Since the speed doesn't drop, Raster Effects On is recommended (confirmed bug, has been fixed)
    msh
    mshvsf
    mvsc
    nwarr
    progear
    ringdest
    sfa
    sfa2 (confirmed bug, has been fixed)
    sfa3
    sgemf
    ssf2
    ssf2t
    vhunt2
    vsav
    vsav2
    xmcota
    xmvsf

    To those who posted 3 bugs.zip
    From simply looking at the picture, this is not a bug. Please try it with Raster Effects turned on.
    When it is off, there are other games with similar screen tears and breaks, but this is the implementation.
    (The reason that the initial value is Off is written in readme_cps2.txt)
    I'm making sure to write this here because it'll become a hassle if I keep getting similar reports.

  5. #175
    DCEmu Pro emuking's Avatar
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    Quote Originally Posted by Video_freak
    NJ Rocks! I don't think hes reading these threads though....
    lol first post in a long time and i have a stupid question, where is nj from?

  6. #176
    DCEmu Legend ACID's Avatar
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    Im preti sure its JAPAN

  7. #177
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    can someone tell me what a bio is and how i can make my rom work?

  8. #178
    DCEmu Pro b8a's Avatar
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    Hey, hey! Some good(-ish) news!
    Quote Originally Posted by NJ
    Even with the C68K optimized, it's sped up so little that you might as well say it hasn't sped up at all.
    Rather, maybe it's due to the lowered CPU cache hit rate thanks to the bloated code, but it's done just about the opposite and slowed down.
    Everything would work out if it had about the same cache as a PC CPU, but 16KB is just too little.
    At this rate it's looking like there's no end in sight, so, even though it wasn't what I had planned, I'm going to release a beta version around sometime tomorrow and then proceed to make the CPS1 fixes first.

    (Planned) Changes for the beta version
    -Finished-
    -Set an optimal value for the texture size for each game. (Done)
    However, it was originally allocated to a value that didn't cause any problems, so the speed hasn't changed much.
    -Made it so that it won't load PCM data when the sound is turned off.
    -Implemented paddle input for Puzz Loop 2. (The same methoud as CPS1PSP's forgottn)
    -Fixed drawing issues with the games below.
    The victory mark in Street Fighter ZERO 2 alpha's score rankings is funny. (Fixed)
    A portion of the priority in Vampire Saviour's opening demo is funny.(Fixed)
    The above and below scores in the ranking display in Mighty Pang weren't being masked. (Fixed)
    The demo just prior to the battle with Ezza Hoden in D&D S.O.M. doesn't display correctly. (Fixed)
    A portion of the sprites in Puzz Loop 2 aren't being displayed. (This was a bug with the ROM converter. Fixed)
    -Changed the palette calculation methoud. I think fade out, etc... has slightly improved.
    -Fixed the below C68K OP codes' clock count cost. (There were too many mistakes)
    movep 16/32 All
    movem 16/32 All
    suba 16 register, other than direct, all
    suba 32 register, direct as well as immidiate
    adda 16 register, other than direct, all
    adda 32 register, direct as well as immidiate
    asr 32, lsr 32, ror 32, roxr 32, All
    asl 32, lsl 32, rol 32, roxl 32, All
    -Changed the clock count cost of MULU/MULS/DIVU/DIVS in C68K to be calculated as requested.
    -It's not a bug but, eliminated a portion of the misalignment in the BG of fighting games when Raster Effects is set to Off. However, since the amount of drawing is increased, the speed drops slightly (about 1 to 2 fps on average).
    Also, it has no effect in cases such as E Honda's stage in ssf2 where line scroll is being performed at the top and bottom of the screen.
    -Many other small changes
    Looks like NJ's still going strong and we can expect a new version in the next 24 hours!

  9. #179
    DCEmu Old Pro Baboon's Avatar
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    Quote Originally Posted by b8a
    Hey, hey! Some good(-ish) news!
    Looks like NJ's still going strong and we can expect a new version in the next 24 hours!

    Now this is what I've been waiting for, another update from NJ!

    Thanks for the info, i'll be checking these boards regularly for any updates!

  10. #180
    PSP User razorak's Avatar
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    oooo.....can't wait =)

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