Nestopia 1.39
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Whoo hoo. Someone else noticedpowerspike wrote:He's right about the slight input lag. I play a ton of super mario brothers on my real nes and it does feel less responsive (Floaty?) in nestopia with a gamepad. That's with only vsync enabled by the way.

Does anyone knows if there's any email adress we can use to contact Martin (the Nestopia author)?
http://nestopia.sourceforge.net/
home.se@martin-freij <- swap
http://www.bannister.org/ubb/ultimatebb ... forum;f=36
http://sourceforge.net/projects/nestopia/
home.se@martin-freij <- swap
http://www.bannister.org/ubb/ultimatebb ... forum;f=36
http://sourceforge.net/projects/nestopia/
[url=http://zsnes-docs.sf.net]Official ZSNES Docs[/url] | [url=http://zsnes-docs.sf.net/nsrt]NSRT Guide[/url] | [url=http://endoftransmission.net/phpBB3/viewtopic.php?t=394]Using a Wiimote w/ emulators[/url]
Thanks.Jipcy wrote:http://nestopia.sourceforge.net/
home.se@martin-freij <- swap
http://www.bannister.org/ubb/ultimatebb ... forum;f=36
http://sourceforge.net/projects/nestopia/
There's a discussion on input lag on the Nestopia forum. Blargg even made a small .nes test rom

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In terms of frames (x/60fps) how much lag do you experience? Mine is no more than 2 frames, and it's true that most people either won't notice or care about such short lags, so don't be to quick to assume it's coming from your setups.powerspike wrote:Man. No one else is having problems with input lag. I'll probably just have to look into it myself. It's probably something wrong on my end. I bet it's these stupid catalyst control center drivers. I should of just kept the old ones.
Last edited by Dmog on Mon Mar 27, 2006 9:26 pm, edited 1 time in total.
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I couldn't tell you how many frames it was. Only that it wouldn't be enough for someone who doesn't play alot of the real system to notice. Also I don't see how that reflex rom could even test for something like this. The emulator is pretty fucking awsome though aside from this little niggle. It's not like I can't play the games or anything.
In theory, if the display is lagging say, two frames that means when you do the test (many times), your average should be two frames slower than if it was not lagging. So it's not a bad idea at all.powerspike wrote:I couldn't tell you how many frames it was. Only that it wouldn't be enough for someone who doesn't play alot of the real system to notice. Also I don't see how that reflex rom could even test for something like this.
I originally proposed another way of measuring such lags, but I now realise it didn't make much sense due to the way the hardware works. Blargg found my original objections a bit annoying actually.

Just to make things clear, because I didn't realised it myself at first. It's not the input that's lagging...It's the display actually. From the user pov, it will appears as if the input responsiveness (and maybe the audio too) are lagging.
Yes. Yes it is. Anyone who still says "nesticle rulez" should be put away for the safety of society... Seriously.The emulator is pretty fucking awsome though .
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Ok so I tried that reflex test. Both are locked at 60 FPS with default timer settings. Also I used full screen at 640x480 with no filters or stretching.
493, 329, 246, 263, 179, 246, 230, 279, 230, 263, 263, 263 / 12 wo/vsync 273.666...
263, 246, 411, 279, 279, 263, 263, 263, 263, 312, 246, 296 / 12 w/vsync 282
493, 329, 246, 263, 179, 246, 230, 279, 230, 263, 263, 263 / 12 wo/vsync 273.666...
263, 246, 411, 279, 279, 263, 263, 263, 263, 312, 246, 296 / 12 w/vsync 282
nestopia v 1.28


Re: nestopia v 1.28
No, you don't need a controller. You can use a keyboard, jyust like in all the other NES emulators.Deverion wrote:on nestopia do you have to have a controler set up to play zelda? or can you configure keyboard
Version 1.29 released. Changelog:
http://nestopia.sourceforge.net/
Code: Select all
Shell Additions:
* TV Aspect option.
* UI contrast slider.
Shell Changes:
* UI color slider scales.
* Increase of auto-fire speed and granularity.
* Smoother fullscreen entering/exiting.
* Real-time updates with the video filter UI controls.
* Better compability across different compilers.
Shell Fixes:
* Horizontal scroll-bar in the ´Open´ dialog for compressed files.
* User input bug in the ´UNIF-to-mapper´ dialog.
* NTSC/PAL window size issue on startup.
* Various GUI fixes.
Core Additions:
* UNIF boards "KOF97", "64-IN-1 No Repeat", "SHERO", "T-262" and "FK23C". Info from CaH4e3.
* Mapper 43 and 236. Info from FE.
* Database entries.
Core Changes:
* Update to version 0.2.0 of Blargg´s NTSC video filter.
* Board/Chip names. Info from Pongbashi.
* Rewinder no longer forces alignment to a specific frame.
* Sprite overflow timing and flag quirks. Info from Blargg.
* Automatic use of ::_controlfp(..) for FPU double-precision mode or better.
* Mapper 95 now derived from NAMCOT 118 instead of MMC3.
* Mappers 189, 198 and 208 now derived from MMC3.
* Mapper 211 now derived from JY-xxx (90).
* Various mapper code cleanups.
* Moved the following games to new mappers:
"SMB+Tetris+NWC" -> mapper 37
"Jia A Fung Yun (chinese)" -> mapper 74
"Aladdin (pirate)" -> mapper 90
"Seicross (redump)" -> mapper 181
"Ying Lie Qun Xia Zhuan (chinese)" -> mapper 192
"Young Chivalry (chinese)" -> mapper 192
"Dai-2-Ji - Super Robot Taisen (chinese)" -> mapper 194
Core Fixes:
* APU sample rate counter overflow bug.
* Rewinder stop bug when running at non-default speed.
* FDS IRQ counter. Fixes "Druid - Kyoufu no Tobira".
* Mapper 45, no bankswitching with CHR-RAM. Fixes "Famicom Yarou Vol.1 7-in-1".
* Mapper 57, menu switch on soft-reset. Info from CaH4e3.
* Mapper 58, 115, 222, 150 and 188. Info from CaH4e3.
* Mapper 74. Fixes "Sangokushi (chinese)" and others.
* Mapper 83, language mode on soft-reset for "World Heroes 2" and "Fatal Fury 2".
* Mapper 90/209/211, M2 based IRQ counter added. Fixes "Goal!!" in "45-in-1".
* Mapper 117, IRQ counter. Fixes "San Guo Zhi 4 - Chi Bi Feng Yun".
* Mapper 255, menu screen bugs as on the real cart.
* Soft reset for mapper 230 and 255.
* Small VRC7 sound chip load-state bug.
* Database entries.
... and someone thought that:
Neo Kaiser wrote:Nestopia development is a little off lately.
[url=http://zsnes-docs.sf.net]Official ZSNES Docs[/url] | [url=http://zsnes-docs.sf.net/nsrt]NSRT Guide[/url] | [url=http://endoftransmission.net/phpBB3/viewtopic.php?t=394]Using a Wiimote w/ emulators[/url]
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My only negative for Nestopia is the use of Kaillera for netplay. Some of the other more updated NES emus have it too... meh.
The only emus that don't have Kaillera happens to be FakeNES (that's being worked on currently, no ETA to my knowledge) and FCEUltra...
It's still good to see NES emulators get updated though.
The only emus that don't have Kaillera happens to be FakeNES (that's being worked on currently, no ETA to my knowledge) and FCEUltra...
It's still good to see NES emulators get updated though.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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1.30 just released 
Changelog:
http://nestopia.sourceforge.net/

Changelog:
Code: Select all
Shell Changes:
* Updated 7zxa.dll.
Shell Fixes:
* NSF text info is now displayed in the proper ANSI code page.
Core Additions:
* Bandai Karaoke Studio michrophone support through keyboard.
* Mapper 132. Info from Ca4He3.
* Unif Boards "UNL-603-5052", "A65AS" and "EDU2000". Info from Ca4He3.
* Mouse support for "Educational Computer 2000". Info from Ca4He3.
* Sound sample support for:
"Family Trainer - Aerobics Studio" -> "ftaerobi"
"Moe Pro! '90 - Kandou Hen" -> "moepro90"
"Moe Pro! - Saikyou Hen" -> "mpsaikyo"
"Moero!! Pro Tennis" -> "mptennis"
"Moero!! Pro Yakyuu" -> "moepro"
"Moero!! Pro Yakyuu '88 - Ketteiban" -> "moepro88"
"Shin Moero!! Pro Yakyuu" -> "smoepro"
"Terao no Dosukoi Oozumou" -> "terao"
Info from Hap and Pongbashi.
Core Changes:
* Board/Chip names. Info from Pongbashi.
* Moved the following games to new mappers:
"Crystalis (ch)" -> mapper 195
"Captain Tsubasa Vol 2 - Super Striker (ch)" -> mapper 195
"Dragon Ball Z 2 - Gekishin Freeza! (ch)" -> mapper 199
"Dragon Ball Z Gaiden - Saiya Jin Zetsumetsu Keikaku (ch)" -> mapper 199
"San Guo Zhi 2 (ch)" -> mapper 199
Core Fixes:
* More accurate PAL APU DMC rates. Info from Blargg.
* Mapper 4. Now defaulting to MMC3B IRQ hardware. Fixes "Star Trek - 25th Anniversary".
* Mapper 19. Fixes "Final Lap".
* Mapper 60, menu select for "TN 95-in-1" and "Super 35-in-1" via soft reset. Info from Ca4He3.
* Mapper 163. Fixes "Kou Dai Bao Shi - Hong (ch)" and "Kou Dai Bao Shi - Lan (ch)".
* Mapper 198, CHR banking. Fixes "Super Fighter III". Info from Ca4He3.
* Mapper 209, CHR 4K PPU latch mode. Fixes "Power Rangers" and others. Info from Ca4He3.
* Database entries.
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