Search found 12 matches

by wah_wah_69
Fri Mar 13, 2009 3:54 pm
Forum: Development
Topic: Progress on reducing HQ2x to fit in L1 cache
Replies: 95
Views: 80341

Awesome work, I think I get most of it but I have yet to give it a deeper look.
by wah_wah_69
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 ...
by wah_wah_69
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...
by wah_wah_69
Wed Dec 24, 2008 3:32 pm
Forum: Development
Topic: Changing Esc Key
Replies: 18
Views: 14002

Ha, it works indeed... Thanks. But i understand why you call it a "crappy" way...Funny things is that i still can exit the emulator using the esc key if defined in the cfg file. Anyway, it's just what i wanted but i still believe that an option should be added to the "misc. keys"...
by wah_wah_69
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 ...
by wah_wah_69
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...
by wah_wah_69
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...
by wah_wah_69
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....
by wah_wah_69
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...
by wah_wah_69
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...
by wah_wah_69
Fri Feb 29, 2008 12:16 am
Forum: Emulators
Topic: Gens for Linux, anyone?
Replies: 3
Views: 3956

You might remember me from useless threads as: http://board.zsnes.com/phpBB2/viewtopic.php?t=2571&postdays=0&postorder=asc&start=0 It was me who added opengl to gens long time ago. http://forums.gentoo.org/viewtopic-t-204287-postdays-0-postorder-asc-start-0.html I know the joystick code ...
by wah_wah_69
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...