Search found 51 matches
- Thu Mar 26, 2009 10:27 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 338706
Unless of cource you calling mouseX() by separate threads, then you'll need to unite two atomic operations with mutex but that is highly unlikely you'll ever need to broke mouse input into separate threads with chaotic order. That's exactly what I'm doing :P The RawInput thread will be its own, for...
- Wed Mar 25, 2009 9:46 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 338706
You may find mouse wheel readings tricky too, that is how i did it in Berserker@Quake2: //The delta was set to 120 to allow Microsoft or other vendors to build finer-resolution wheels later, //including perhaps a freely-rotating wheel with no notches. The expectation is that such a device //would se...
- Wed Mar 25, 2009 9:04 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 338706
Oh no byuu, don't be paranoid! There is no need for mutexes. You may use more gentle approach: LRESULT wndproc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { .. //Atomic: adjust the movement accumulator. mouseMoveX += input->data.mouse.lLastX; //Atomic: adjust the movement accumulator. mouseMo...
- Wed Mar 18, 2009 4:52 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 338706
You could switch more easily between scanline- and pixel-based renderers. I'm not sure it would really be good for that considering the amount of communication between the core and the renderer - you probably want to give the compiler as much opportunity to optimize that as possible! The interface ...
- Wed Mar 18, 2009 11:12 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 338706
plugins You have 30 seconds to die on your own before I start helping you. No, it's not i propose to move all the code out of the core but to add the enumeration for auxiliary renderers support. It is not that silly. Just to add another renderer which adds the external modules. Not a thing would ch...
- Wed Mar 18, 2009 3:58 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 338706
Oh, i see.. I do like the things to be more native. Besides you are following the theoretical accuracy, may be descriptive things or self explanation and keeping things as much clear as possible do endeed make sense. Never mind, one way or another it works and thanks for a great emulator! Have you t...
- Tue Mar 17, 2009 10:24 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 338706
Once again byuu seems to ignore my code snippets. And where do you suggest I register that wndproc when I'm using Qt to create and manage windows for me? HWND hWnd; int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX MessageWindow = {0}; Me...
- Tue Mar 17, 2009 4:49 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 338706
LONG WINAPI MainWndProc ( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { .... switch (uMsg) { .... case WM_SYSCOMMAND: if (wParam == SC_SCREENSAVE || wParam == SC_MONITORPOWER) return 0; return DefWindowProc (hWnd, uMsg, wParam, lParam); .... } .... } Once again byuu seems to ignore my code ...
- Sat Feb 07, 2009 3:02 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
A bit of my personal experience.. Did not tried joypad with WM_INPUT input. And keyboard as well. But i do liked RAW mouse a lot, it's guaranteed to be unscaled, non accelerated (no desktop cursor ballistics applied), with instant polling. I used it for FPS game. The whole WM_INPUT designed for exce...
- Fri Feb 06, 2009 6:47 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
RAW input for WinXP, Vista Better to use RAW input (keyboard, mouse) whatever case. In short, you are making direct connection to the input device drivers and drivers signaling for state changes via WM_INPUT message regardless of the windows foreground-background logic. On top of this you can build...
- Wed Feb 04, 2009 3:23 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
Not sure. How the multithreading can help with Audio resampling? emulator raw data -> filter -> output api it's just do not worth it. You will pay more time for micro threads management then win. I'd go for (to improve the mix audio quality and may be speed too) emulator raw channel 1 -> resampler -...
- Thu Jan 29, 2009 11:30 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
Here is my Hybrid scale concept, very much scanlines folk friendly. imagehosting.gr: http://img12.imagehosting.gr/out.php/t428456_finalhybrid.png imageshack.us: http://img145.imageshack.us/img145/2736/finalhybridwc8.th.png http://img145.imageshack.us/img145/2736/finalhybridwc8.png (no NTSC TV gamma ...
- Thu Jan 29, 2009 10:41 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
- Thu Jan 29, 2009 12:38 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
But still we can share some points, yes? 1) Aspect Ratio. We need the width to be scaled by non-integer anyway. 2) Software filters only making sense on upscaling. There is no value for 1:1 scale filter. 3) Point filter is a no go solution for integer scale. Simply because we cant get the integer mu...
- Wed Jan 28, 2009 11:16 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
- Wed Jan 28, 2009 2:37 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
Looks like it is the right moment to ask about video mode scales. Is it any real needs in scales for fullscreen ? Is'nt the fullscreen are virtually always supposed to fill up the entire screen space except menu\debug\out-of-ratio bars? Some people might want to play in doublescale on fullscreen or...
- Tue Jan 27, 2009 2:48 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 418258
- Fri Jan 23, 2009 10:32 pm
- Forum: bsnes General Discussion
- Topic: bsnes sound problem
- Replies: 4
- Views: 31018
- Wed Jan 14, 2009 3:25 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 377171
- Mon Dec 22, 2008 3:57 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 377171
In case of the X-Fi the best signal to send it is 32Bit/96khz for surround and 32Bit/192khz for stereo. For my knowledge that is absolutely correct. That's the way the internal DSP mixer works. It resample everything up to 32Bit/96khz for surround and 32Bit/192khz for stereo then resample down to D...
- Mon Dec 22, 2008 3:26 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 377171
- Mon Dec 22, 2008 2:32 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 377171
If they don't cause missing driver errors ?!
Sure, you can post them here when you're done and I'll include them in the source. If they don't cause missing driver errors on a clean install of Win2k SP4 or newer (this is why Win/OpenAL is disabled), then I'll enable them in the default binary as well. OpenAL drivers are the part of drivers for...
- Mon Dec 01, 2008 9:16 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.037a released
- Replies: 233
- Views: 285300
- Wed Sep 24, 2008 1:16 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.036 released
- Replies: 282
- Views: 320508
Application | |- Log audio data <checkbox> |- ------------------- |- About |- ------------------- |- Exit | Emulation | |- Cartridge Port... |- Controller Port 1 > |- Controller Port 2 > |- Expansion Port > |- ------------------- |- Power > (checkbox?) |- Reset | Settings | |- Video mode > |- Video ...
- Wed Sep 24, 2008 3:09 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.036 released
- Replies: 282
- Views: 320508
System (File ?) | |- Log audio data |- ------------------- |- About |- ------------------- |- Exit | SNES (Console ?) | |- Cartridge Port... |- Controller Port 1 > |- Controller Port 2 > |- Expansion Port > |- ------------------- |- Power > |- Reset | Settings | |- Video mode > |- Video filter > |- ...