yes, double check every file you receive has really been dumped by the one who sent it to you.There's someone from OnlineConsoles that offered most stuff that's available over there for this release but I'll have to check if he's the person that's actually able to give me the permission for that...
especially if it comes from onlineconsoles, before i got banned i noticed they "borrowed" files from site of people i know, then when i told the webmaster it would have been nice to ask before doing that he said something like "its not illegal, he doesnt own them", thats exactly what i want to avoid.
yer thats what i meant, the only problem i mentionned belong to marcus' emulator, not your port.The timing problems are in the CPU core itself. Unfortunately, it's not really documented anywhere so it's gonna be really hard to fix. It's a problem in all VMU emus based off Marcus' original code.
the problem with powerstone's plane mini-game is like the sprites are hidden until a specific part of the screen, i really have no idea what could cause that.The other problem that may be fixable is the occasional frame doubling that seems to occur. The VMU can do really weird process timings that don't map overly well to the DCs internal timers as far as I can tell.
and like you said the docs dealing with the potatoe are quite rare so i dont know if anybody could fix that, but maybe marcus himself or someone from the (dead) vmu scene.
i must be an exception, i like it personnallySound is not in the original emu either (blessing or curse?) so that's why it's not in here. I might be able to add that, but honestly I never even bothered to try. Everyone always seems to hate the VMU sound anyway....
but only for a few games like soulcalibur's voldo mini-game.
most of the time it has no bg music, only sfx, and even with a poor quality i think they are useful sometimes.
now what would be neat would be to use the VM to output the sound directly, like we're using its screen to display the image.
but i dont think its possible with kos, at least for now. though if i remember correctly dreamsnes was using that, but it doesnt use kos anyway.
thanks im honoredRegardless, it's obvious I made the right decision to give the code to Speud... I see no reason to continue VMoo on it's own and will likely just help where I can here.
let me know if you want me to send you the current version with or without the source.
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