Search found 12 matches
- Fri Mar 13, 2009 3:54 pm
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 80341
- Sun Mar 08, 2009 3:08 pm
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 80341
I also changed staments as: if (ExpandedDiff(pixels[5], pixels[3])) pattern |= DIFF53; To pattern |= (DIFF53* (ExpandedDiff(pixels[5], pixels[3]))); Where I thought it didn't cause any trouble. I did managed to spare some cycles with these edits. Making all of those things branchless is probably a ...
- Wed Mar 04, 2009 8:23 pm
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 80341
¡Greetings! I also played a bit with the code weeks ago and noticed that the highest value in the tree_hq table was 11 and thus you could pack two values in one byte and made a quick and dirty C program to generate the new values. It also tested against the original table to check if it was generati...
- Wed Dec 24, 2008 3:32 pm
- Forum: Development
- Topic: Changing Esc Key
- Replies: 18
- Views: 14002
- Sun Dec 21, 2008 5:44 pm
- Forum: Development
- Topic: Changing Esc Key
- Replies: 18
- Views: 14002
The pressed array works like this: pressed[keycode] == 00b // key isn't pressed pressed[keycode] == 01b // key is pressed, do something pressed[keycode] == 10b // key is held, depending what it is, do something or not The issue with hardcoded values and tests is what you're confronted with. If you ...
- Sat Dec 20, 2008 10:25 pm
- Forum: Development
- Topic: Changing Esc Key
- Replies: 18
- Views: 14002
Thanks, it's a bit of an improvement : i can now pop up the gui, but it doesn't want to hide by repressing tab : in fact the gui diseapear an reappear almost immediatly... If a change back the first mod (the one in guikeys.inc) to use esc again it seems to work the over way : i can popup the gui wi...
- Sat Dec 20, 2008 8:40 pm
- Forum: Development
- Topic: Changing Esc Key
- Replies: 18
- Views: 14002
It turns out the code for going back to the gui wasn't in guikeys.inc but in execute.asm, silly me! Just change in execute.asm .noincrframekey test byte[pressed+1],01h To .noincrframekey test byte[pressed+15],01h There're other places in which ESC is harcoded that I found while looking how to return...
- Sat Dec 20, 2008 4:02 pm
- Forum: Development
- Topic: Changing Esc Key
- Replies: 18
- Views: 14002
If you change GUIgetprkeysb 1,27 to GUIgetprkeysb 15,27 You should be able to hide the hide the gui and continue running the game Pressing TAB. 1 is the scancode for ESC 15 is the scancode for TAB, in decimal. As we're changing the common between ports asm source it should work on windows just fine....
- Sat Dec 20, 2008 4:23 am
- Forum: Development
- Topic: Changing Esc Key
- Replies: 18
- Views: 14002
Getting to show/hide the gui using TAB in the sdl linux port was easy. Just change the returned scancode from 0x0f to 0x01 in sdllink.c unsigned int sdl_keysym_to_pc_scancode(int sym) { switch (sym) { case SDLK_ESCAPE: return 0x01; ************* case SDLK_TAB: return 0x0f; After too much fiddling wi...
- Fri Feb 29, 2008 12:30 am
- Forum: Development
- Topic: ZSNES GUI 3.0 the first screenshot
- Replies: 78
- Views: 106685
Does this mean that the custom GUI will die in favor of a qt one? Eek! If there's something I like about Zsnes is it's anachronic, difficult to maintain,internationalization unfriendly and written in obscure x86 asm custom GUI. I'd love to see an anachronic, much less difficult to maintain,internati...
- Fri Feb 29, 2008 12:16 am
- Forum: Emulators
- Topic: Gens for Linux, anyone?
- Replies: 3
- Views: 3956
- Sat Feb 12, 2005 5:05 pm
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
Opengl for zsnes under win.
Hi I've added support for opengl in the win version of zsnes, thanks for the recent work related to mingw use. I just adapted the linux gl code changing the gl_start/gl_end as needed, in the file winlink.cpp I changed the calls to drawscreen to gl_drawwin. Gl_start is called in the initwinvideo func...