Bloat :p coreutils ftw.pcmanfm
Search found 13 matches
- Sat Jun 25, 2011 2:20 am
- Forum: Insane Chatter
- Topic: lordmissus's hate thread
- Replies: 139
- Views: 189335
Re: lordmissus' off his meds thread
- Sat Jun 25, 2011 1:35 am
- Forum: Insane Chatter
- Topic: lordmissus's hate thread
- Replies: 139
- Views: 189335
Re: lordmissus' off his meds thread
Well, you could probably pull the battery out, and leave it on the power adapter under-clocked?
- Mon May 30, 2011 12:25 am
- Forum: Gaming Discussion
- Topic: Is Baten Kaitos: Eternal Wings and the Lost Ocean worthy?
- Replies: 4
- Views: 5849
Re: Is Baten Kaitos: Eternal Wings and the Lost Ocean worthy
Decent game, if you can stand the extremely horrible voice acting. Even the sound quality is horrible. But oh well, luckily you can turn that off
The music is awesome though.

- Fri May 20, 2011 11:49 pm
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
Started writing a metaplugin for DSPs. I can now listen to ... reverb + echo, fuck yeah 

- Fri May 20, 2011 8:36 am
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
... But it does
XML shaders. Even picking two .cg different shaders works (2-pass) (somewhat similar to ps3) 


- Tue May 17, 2011 9:58 pm
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
Great stuff ... Started porting to Linux at least. Builds on G++ now 
https://github.com/Themaister/SNES-DSP-plugins
A GUI metaplugin that can chain these would be awesome-sauce indeed :p

https://github.com/Themaister/SNES-DSP-plugins
A GUI metaplugin that can chain these would be awesome-sauce indeed :p
- Tue May 17, 2011 5:17 pm
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
Human readable ID is easy to add at least :P A dialog I'm not sure of ... You mean like a GUI API or something? I can think of one thing at least. I can see the need of making the DSP stuff configurable in runtime, but I want SSNES itself to stay GUI-free. So, it is possible to add a configurable bu...
- Tue May 17, 2011 3:00 pm
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
I think I see an issue. You're using the debug messages fprintf(stderr, "DSP_PROCESS\n"); etc. When SSNES is started from the GUI, it will pass stderr to a GUI texbuffer, which gets filled quickly if spammed to, and after a while it performs like shit (crackles, etc since it can't keep up ...
- Sun Apr 17, 2011 8:39 pm
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
Read up some more on CgFX, starting to understand some more. I believe I misunderstood the "pass" part in CgFX/HLSL terms. It doesn't seem to do what the current XML shader spec does. At least not directly. I was under the impression that we could do a single draw_stuff(); once in our fram...
- Thu Apr 14, 2011 9:23 pm
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
I've also had a look at CgFX as well, but I couldn't quite figure out how it was supposed to fit into the big picture. If CgFX/HLSL can do multi-pass in the language itself, I believe the support actually isn't needed from the XML shader spec itself as far as I see it at least. So ideally, we should...
- Tue Apr 05, 2011 9:29 pm
- Forum: ZSNES Talk
- Topic: zsnes+dosbox+mobile phone
- Replies: 4
- Views: 2365
Re: zsnes+dosbox+mobile phone
In before Xzibit ... :p
- Wed Mar 30, 2011 2:35 pm
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
I know Themaister's SSNES supports Cg in Windows and it doesn't need extra libraries to be distributed. Huh? Really. Maybe the libraries/headers were included with your GFX drivers or something. I had to explicitly install it along with headers on my Win7 partition at least, and I have an nVidia ca...
- Wed Mar 30, 2011 11:03 am
- Forum: Tech Talk
- Topic: D3D/OpenGL shader thread. Reborn.
- Replies: 60
- Views: 99698
Re: D3D/OpenGL shader thread. Reborn.
If I understand it correctly, HLSL shaders won't need the multipass semantics. It should be possible to only have a single entity that does all the passes behind the scenes, given input/output parameters. Neither me nor Screwtape have any real experience with D3D at the very least. As for Cg there i...