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Alyosha
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Sub Chase also stops after 3 minutes on O2EM. O2EM isn't the most accurate emulator, s I'm not 100% certain if it's intended or not, I'll look into it a bit more. I did add a reset button and fixed hard reset so it works now. I'll try knocking out those other bugs as well.
Alyosha
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I have done quite a bit of optimizing GBHawk as a result of what I learned in trying to go to C++. GBC single and double speed modes are about 10% faster now. GB mode is 25% faster thanks to fixing a bottleneck. This isn't much obviously but it really helped out 4 player linked modes. I have scrapped the C++ core for now (I have it saved locally for possible future use in maybe a SGB core, but not sure yet.) This was still a worth while experiment as I learned a great deal in a relatively short amount of time. But that's enough with optimization for now. I'll be going back to bug fixing mode and syncing console verified gambatte runs and other accuracy stuff.
Alyosha
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I remember jumping off the power pad to get super long jumps. I felt accomplished beating cheetah but now he looks so slow! Yes vote.
Alyosha
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Yikes, you weren't kidding D:
Alyosha
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Woah another out of nowhere improvement. I'm amazed you were able to save so much time here. I remember trying this game a couple years ago and I couldn't make any improvements. nice work and yes vote!
Alyosha
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Wow out of nowhere a huge improvement! Yes vote!
Alyosha
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Wow those are really impressive gains, great work, almost at the end now!
Alyosha
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I was getting ~220 for GB games, and after the port about ~280 (unthrottled, no rewind enabled) So about a 25% increase EDIT: it turns out that I can get most of the additional benefits just by applying optimizations I made in C++ to the original C# core. I got to 260 fps (compared to 300 I got up to in C++.) It seems like my core design just isn't suitable to C++. I'll need to rethink things from the ground up in future cores. I think I'll probably ditch the C++ core. (I'll remove it from the code base but keep it locally in case I need it in the future.) With a few more optimizations to the C# core I'll probably be up around where I was anyway. And the optimizations also help out the linked modes, which was my original goal anyway.
Alyosha
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I've got most of GBHawk ported to C++ (still not accessible in the Dev builds yet though.) With basically a one-to-one port and only minor optimizations, I get only a 60 fps boost from the conversion. This is much less then I was hoping for and hardly even worth it. I'm going to spend some time seeing what else I can do to speed things up, but probably this is the end of the road for my one cycle at a time approach. But anyway my goal is to get a 2x boost over the current C# core, right now that goal is a very long way off. @jlun2 I'll look into that stuff once this process is over.
Alyosha
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Cool thanks for testing, I'll start looking into those.
Alyosha
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I have started the process of converting GBHawk to C++. It should be a lengthy but relatively easy process compared to porting the z80 core. Nothing will change for now, and nothing will change from the user interface side regardless. This transition will free up much needed overhead for the linked modes and lay the foundation for future work.
Alyosha
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Yup that's it.
Alyosha
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adelikat wrote:
Another keyboard question From the looks of it in this picture: This picture There's a top row of buttons that I can't quite tell what they do but they aren't represented by the currently controller button options. Do you know anything about these?
That is the videopac G7400. It is the successor to the Videopac G7000. The G7000 is equivalent to the Odyssey2. The G7400 would have been equivalent to the Odyssey 3 which was never released. G7400 is not currently emulated so those buttons are not accounted for in the current core. G7400 only has a couple of unique games, the others are just G7000 games with additional high res graphics, so I consider it low priority follow on work similar to the Chess and voice modules.
Alyosha
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They are the same, perhaps I should rename them (Y)es and (N)o or some similar distinction. Or is it easier to just add in two more distinct entries and map them to the same place?
Alyosha
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keyboard is fixed, thanks for testing.
Alyosha
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I updated memory domains to be consistent between GBHawk and Gambatte. Mostly this was just changing GBHawk names and ordering. But I did make one change to Gambatte, I moved CartRAM to the end because it doesn't always exist. This is consistent with how SRAM domains are handled in other cores. So @jlun2 you'll have to update your script to reflect this.
Alyosha
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Fortranm wrote:
How feasible is it to make the Sameboy SGB core read bios and display the actual SGB intro, for aesthetics if nothing else?
No idea, there was talk of updating the sameboy core but not sure how far along that is.
Alyosha
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I added PAL mode to O2Hawk (i.e. a videopac G7000 mode) so any testing of PAL games would be helpful. Particularly audio since that is usually a weakness.
Alyosha
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TiKevin83 wrote:
Maybe we just reorder the settings in the UI to give console mode that top priority?
yeah i think that is worth doing. EDIT: Done
Alyosha
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The CGB in GBA setting is a modifier on the GBC console. The console mode is the priority setting. So no I think this is as intended.
Alyosha
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Great work!
Alyosha
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jlun2 wrote:
Can this please be made consistent (numbering + naming)? It broke my lua script for Wario Land 2 due to "Wram" missing, and "Cart Ram" having a different spacing. I have no idea which one has the right name, but making both cores use the same name and index would be really helpful.
Yeah I can do that, it makes sense.
Fortranm wrote:
Apparently even if you turn on the CGB in GBA option, both Gambatte and GBHawk might read the GB bios instead if you leave Mode on Auto. I think the best way to avoid this is to merge those two options so the modes are Auto/GB/GBC/GBA.
I don't think this is a compelling enough reason to break movie compatibility for.
Alyosha
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Nice work, I wouldn't have thought this game was so complicated. Yes vote. I also edited the opening post of the first 500 thread so that these movies that were initially rejected but published much later are represented there for quick reference. (There are 7 left after this one.) v Added, thanks.
Alyosha
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aiqiyou wrote:
Alyosha wrote:
aiqiyou wrote:
At 9533 frame in level 2-3, the enemy didn't shot Lolo. I want to know why?
This is a glitch in don medusa's line of sight detection. If they are moving left or right and you are to their left and there is a solid object to the left of you and the spacing is correct then you will not get shot. A similar thing can happen for vertical movement.
If Lolo was on the right side of the enemy, would that happen?
Nope, it is left side only. Similarly with vertical motion it would be above only and not below.
Alyosha
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aiqiyou wrote:
At 9533 frame in level 2-3, the enemy didn't shot Lolo. I want to know why?
This is a glitch in don medusa's line of sight detection. If they are moving left or right and you are to their left and there is a solid object to the left of you and the spacing is correct then you will not get shot. A similar thing can happen for vertical movement.