| Post AtevgtbxIYr5FZYnwm by [email protected] | |
| More posts by [email protected] | |
| Post #Ao0sEFc2THqqmsdyWe by [email protected] | |
| 0 likes, 0 repeats | |
| Let's restart the highscore thread again, people are saying it got too long… | |
| Post #Ao0sEFpVfCcvSewjWS by [email protected] | |
| 0 likes, 0 repeats | |
| Blogged about this as well now: https://blogs.gnome.org/alicem/2024/10/24/steam… | |
| Post #Ao0sEFzn2yqlyXkwXw by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, to take a break from input: a Recently Played view. This has been a huge an… | |
| Post #Ao0sEG7aZz5YMjPAhc by [email protected] | |
| 0 likes, 0 repeats | |
| And DS mic input is finally supported.This one is weird. Libretro DeSmuME core … | |
| Post #Ao0sEGF28J2kjot7J2 by [email protected] | |
| 0 likes, 0 repeats | |
| Honestly, at this point it's fairly close to a beta release. I think the on… | |
| Post #Ao0sEGLPka9D3bsDFg by [email protected] | |
| 0 likes, 0 repeats | |
| Atari 2600 paddles are fixed now, and I added support for NES paddle/vaus contr… | |
| Post #Ao0sEGSVKDopPbBsIq by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, libhighscore now has api for soft/hard reset, implemented by atari 2600, 78… | |
| Post #Ao0sEGZwsXm1mgfouG by [email protected] | |
| 0 likes, 0 repeats | |
| TBH in this particular case I could just still provide specifically select and … | |
| Post #Ao0sEGgKUosU6Teuqu by [email protected] | |
| 0 likes, 0 repeats | |
| Yeah, that works fine.Meanwhile, I have a really good inspiration for input che… | |
| Post #Ao0sEGnm38pgTZ8rSK by [email protected] | |
| 0 likes, 0 repeats | |
| I started working towards that, but first it needs refactoring. For N64 the R2+… | |
| Post #Ao0sEGvZa94Srkn5c0 by [email protected] | |
| 0 likes, 0 repeats | |
| I finally started implementing the input cheatsheet.So far made progress on the… | |
| Post #Ao0sEH454VsPI8lssC by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, I drew a lot of icons, so no more missing icons in the overlay.Unlike with … | |
| Post #Ao0sEHBWcppbfEFpTc by [email protected] | |
| 0 likes, 0 repeats | |
| And PlayStation buttons show up nicely now as well. Yes, these are icons embedd… | |
| Post #Ao0sEHK27CdY5cEcjo by [email protected] | |
| 0 likes, 0 repeats | |
| Been a while, some more updates now.I have a fully working overlay, with gamepa… | |
| Post #Ao0sEHQliA1aQVO0Ei by [email protected] | |
| 0 likes, 0 repeats | |
| And landed, at least for the menu - not as a separate overlay yet.A challenge w… | |
| Post #Ao0sEHYZFAGMoh2EOO by [email protected] | |
| 0 likes, 0 repeats | |
| Also yes, the menu got darker. In some games with busy background the controls … | |
| Post #Ao0sEHh4jX4JF511ea by [email protected] | |
| 0 likes, 0 repeats | |
| No big changes this time, but a bunch of bugfixes and refinements from the past… | |
| Post #Ao0sEHoWHr1VcAUyG0 by [email protected] | |
| 0 likes, 0 repeats | |
| I also tweaked a few icons. When making the "no controller" icon for … | |
| Post #Ao0sEHx1mDpS2YTlWC by [email protected] | |
| 0 likes, 0 repeats | |
| I ported a more advanced NTSC shader (still based on themaister's shader bu… | |
| Post #Ao0sEI5BHuLoRqIHE8 by [email protected] | |
| 0 likes, 0 repeats | |
| Aaand override phase manually for N64, SMS and SG-1000 anyway, because the shad… | |
| Post #Ao0sEICGrY1QnpbwHI by [email protected] | |
| 0 likes, 0 repeats | |
| And a new CRT shader now. I ended up porting crt-Cyclon, it is fairly comprehen… | |
| Post #Ao0sEIJiPrydAv5ssi by [email protected] | |
| 0 likes, 0 repeats | |
| And now a comparison between the old CRT shader from gnome-games and the new fa… | |
| Post #Ao0sEIRVwsDPZ6k72O by [email protected] | |
| 0 likes, 0 repeats | |
| A few more shader improvements.First, I experimented with having Nestopia outpu… | |
| Post #Ao0sEIajObaW1h3TP6 by [email protected] | |
| 0 likes, 1 repeats | |
| Can't believe I forgor to link the actual repo: https://gitlab.gnome.org/al… | |
| Post #Apl3CHkiqM0g2Jb82S by [email protected] | |
| 0 likes, 0 repeats | |
| Got it to work by converting it into a video that loops 300 times instead | |
| Post #Apl3CHssM2X2RbPdkO by [email protected] | |
| 0 likes, 0 repeats | |
| And curvature is back as well now. Since this shader emulates an aperture grill… | |
| Post #Apl3CI0ft2lopn3ru4 by [email protected] | |
| 0 likes, 0 repeats | |
| After testing on steam deck instead of my ultrawide monitor that's curving … | |
| Post #Apl3CI87RMj1CsXoVU by [email protected] | |
| 0 likes, 0 repeats | |
| Finally tested everything on OP6/pmOS. A few of the shaders are buggy, will nee… | |
| Post #Apl3CIGGx3FNcAMKDQ by [email protected] | |
| 0 likes, 0 repeats | |
| Shaders are fixed now, and DS... Well, I tried melonDS, and its GL renderer eas… | |
| Post #Apl3CIO4U3UA0M0YN6 by [email protected] | |
| 0 likes, 0 repeats | |
| And an obligatory recording(and no, I don't suck at ninja gaiden and smw th… | |
| Post #Apl3CIXHvmrGSwJujo by [email protected] | |
| 0 likes, 0 repeats | |
| Spent some time designing touch controls. See, while I already had a prototype … | |
| Post #Apl3CIfRRTNcsE8QRk by [email protected] | |
| 0 likes, 0 repeats | |
| Finished those - unfortunately I had to letterbox games but there isn't muc… | |
| Post #Apl3CIoIuWT9JiHVGC by [email protected] | |
| 0 likes, 0 repeats | |
| There were a few leftovers like switches for Atari 2600. Now it should be finis… | |
| Post #Apl3CIw6RWhvhtvjPs by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, I tweaked the problematic layouts and made fullscreen versions too. I decid… | |
| Post #Apl3CJ3Xzqf84zPg1I by [email protected] | |
| 0 likes, 0 repeats | |
| Fixed high resolution N64 games - e.g. Turok 2 was previously glitched since I … | |
| Post #Apl3CJBhVXBUUHEBjE by [email protected] | |
| 0 likes, 0 repeats | |
| I got sidetracked again, but on the plus side I made artifact colors on Atari 7… | |
| Post #Apl3CJKCztzQufCyzQ by [email protected] | |
| 0 likes, 0 repeats | |
| Still idk what’s wrong with colors. It’s not just hues - specifically blue … | |
| Post #Apl3CJT4Sx4xM9M3ns by [email protected] | |
| 0 likes, 0 repeats | |
| Well, gitlab is mostly down so I can't really work, so more Highscore progr… | |
| Post #Apl3CJf7k8ihxWzgae by [email protected] | |
| 0 likes, 0 repeats | |
| But I also made some progress on touch controls. I've been rewriting it usi… | |
| Post #Apl3CJmvH8xULidukK by [email protected] | |
| 0 likes, 0 repeats | |
| More progress, now I hooked up input and have working button and dpad controls … | |
| Post #Apl3CJuio9CGjuI8u0 by [email protected] | |
| 0 likes, 0 repeats | |
| Oh, I also have feedback on the controls, using the same kind of animation as i… | |
| Post #Apl3CK3EIW0DAIGwAC by [email protected] | |
| 0 likes, 0 repeats | |
| And now multiple layouts work - in particular, it works in portrait now (on pho… | |
| Post #Apl3CKB1pWEzYTvAJs by [email protected] | |
| 0 likes, 0 repeats | |
| And a playtest. It's not as precise as I'd like, but I mean it's a … | |
| Post #Apl3CKIpMWTlwfZOTY by [email protected] | |
| 0 likes, 0 repeats | |
| Tweaked layouts again after a bunch more playtesting - you can see the phone co… | |
| Post #Apl3CKPuwA9OIet3Wi by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, now I'm happy with the overlays. Here are 2 phones with different scree… | |
| Post #Apl3CKY4RqfkhwhZEe by [email protected] | |
| 0 likes, 0 repeats | |
| Added GBA and SNES controls as well.I had to rework hitboxes on the face button… | |
| Post #Apl3CKfryquX68LnOK by [email protected] | |
| 0 likes, 0 repeats | |
| Oh lmao, the camera "corrected" white balance because of the blueish … | |
| Post #Apl3CKnfVr9JUK01Y0 by [email protected] | |
| 0 likes, 0 repeats | |
| 2 more features for overlays:- analog stick control type (WIP, I may want to tw… | |
| Post #Apl3CKvT2rO5sVeFhg by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, it's in main now. It's still just GB, GBA, NES, SNES, N64 for now, … | |
| Post #Apl3CL3cYXuSHnSlPc by [email protected] | |
| 0 likes, 0 repeats | |
| Hm, so I implemented haptic feedback for touch controls, but it doesn't see… | |
| Post #Apl3FVeFdVfc0A6mie by [email protected] | |
| 0 likes, 0 repeats | |
| And now SMS controls. I am planning to have matching dpads for every platform, … | |
| Post #Apl3FVlhBpcoNFajK4 by [email protected] | |
| 0 likes, 0 repeats | |
| Today wasn't a particularly good day, but in those few hours where we actua… | |
| Post #Apl3FVtqhW9AmXPF20 by [email protected] | |
| 0 likes, 0 repeats | |
| Neo Geo Pocket Color is a bit notable since it uses a digital thumbstick instea… | |
| Post #Apl3FW0wH9on8Wiu5A by [email protected] | |
| 0 likes, 0 repeats | |
| I also redrew Master System d-pad and made NES overlay resemble the original co… | |
| Post #Apl3FW81qnUPUW2Z8K by [email protected] | |
| 0 likes, 0 repeats | |
| 3 more platforms, out of which only 2 are playable on mobile: PlayStation, Sega… | |
| Post #Apl3FWElRksRpPBwdE by [email protected] | |
| 0 likes, 0 repeats | |
| I now also have a WIP implementation on rumble on mobile, but it depends on a s… | |
| Post #Apl3FWQ6lZx2OaV0JU by [email protected] | |
| 0 likes, 0 repeats | |
| Finally, I got sidetracked today playing Metroid: Zero Mission on OP6, and... i… | |
| Post #Apl3FWXuIaBomm9ETA by [email protected] | |
| 0 likes, 0 repeats | |
| Lots of progress today. By now it's mostly platforms that are weird and req… | |
| Post #Apl3FWgPmwzlDA81jM by [email protected] | |
| 0 likes, 0 repeats | |
| While I'm there, Famicom games have a mic button too now. This is all tempo… | |
| Post #Apl3FWovHJnhdY6ozY by [email protected] | |
| 0 likes, 0 repeats | |
| And Atari 7800 as well! This one is less messy, tho it still has the console bu… | |
| Post #Apl3FWwMpdku0dalay by [email protected] | |
| 0 likes, 0 repeats | |
| And the last few overlays done. First, WonderSwan. This system is notorious for… | |
| Post #Apl3FX4sK0YqR1ZYrA by [email protected] | |
| 0 likes, 0 repeats | |
| And finally, rotary controls: Atari 2600 paddles and driving, as well as NES Ar… | |
| Post #Apl3FXDjn3eMsVidfc by [email protected] | |
| 0 likes, 0 repeats | |
| So, that's it for overlays. It's definitely not 100% done, there are so… | |
| Post #Apl3FXLBLNbZFbCaH2 by [email protected] | |
| 0 likes, 0 repeats | |
| A few more preferences, or rather they are a bit more flexible now. Load state … | |
| Post #Apl3FXSysNqLdmqoQi by [email protected] | |
| 0 likes, 0 repeats | |
| The feedbackd change for arbitrary rumble patterns has landed today, so I lande… | |
| Post #Apl3FXZiTLENyg0Bvc by [email protected] | |
| 0 likes, 0 repeats | |
| Implemented undo for remove from recent. Properly batched and everything.Next w… | |
| Post #Apl3FXhA1fBaLlU8X2 by [email protected] | |
| 0 likes, 0 repeats | |
| the reason why the game is tinted magenta and then green is probably crt shader… | |
| Post #Apl3FXntccZcgedW1w by [email protected] | |
| 0 likes, 0 repeats | |
| I managed to fix SMS artifacting: it's not perfect but it mostly matches ho… | |
| Post #Apl3FXzav7vnGw6rGS by [email protected] | |
| 0 likes, 0 repeats | |
| This filter is such a rabbit hole ngl. Now I made 480i actually interlaced: no … | |
| Post #Apl3FY8SOB1JiQFw4u by [email protected] | |
| 0 likes, 0 repeats | |
| Meanwhile the FM audio issue in SMS turned out to be an upstream bug in Gearsys… | |
| Post #Apl3FYGFvBG66buAEa by [email protected] | |
| 0 likes, 0 repeats | |
| Gearsystem upstream also added Light Phaser support, so we support it too now.U… | |
| Post #Apl3FYOlPY42WzsxUm by [email protected] | |
| 0 likes, 0 repeats | |
| Ah, also I now parse the ROM header for SMS and GG as well. I just use the las… | |
| Post #Apl3FYWCxs1Eu5Mu6C by [email protected] | |
| 0 likes, 0 repeats | |
| All cores specify their versions and commits now. It's not used for anythin… | |
| Post #Apl3FYcaa97hDsM02q by [email protected] | |
| 0 likes, 0 repeats | |
| A few more input updates. First, I refactored the pointer input to route it thr… | |
| Post #Apl3FYkO79MTc40ECW by [email protected] | |
| 0 likes, 0 repeats | |
| I keep getting sidetracked. So, I discovered that reducing resolution like it w… | |
| Post #Apl3FYsBe9bG0FeSMC by [email protected] | |
| 0 likes, 0 repeats | |
| nothing truly illustrates the Never The Same Color nature of NTSC better than a… | |
| Post #Apl3FYzdCTYSNL8Oxc by [email protected] | |
| 0 likes, 1 repeats | |
| And I got sidetracked again. This time on my quest to make games look as ugly a… | |
| Post #AtevgqK7WPo33OC1EO by [email protected] | |
| 0 likes, 0 repeats | |
| A few small fixes:- Mega Drive magic string was "SEGA MEGA_DRIVE" ins… | |
| Post #AtevgqQ9A0cvM50pcm by [email protected] | |
| 0 likes, 0 repeats | |
| Been a while since the last update, but I was sick (kinda still am but eh). So,… | |
| Post #AtevgqWWmHjNfrzvZQ by [email protected] | |
| 0 likes, 0 repeats | |
| I also had to draw a whole bunch of icons for this (incl. 3 different lightguns… | |
| Post #AtevgqbUTphVvGJtJ2 by [email protected] | |
| 0 likes, 0 repeats | |
| I reverse engineered the luma/chroma filters from the NTSC filter (the original… | |
| Post #AtevgqhW7QWODx8hhQ by [email protected] | |
| 0 likes, 0 repeats | |
| Not much is happening right now as I was working mostly on libadwaita before UI… | |
| Post #AtevgqnBmL3gVXnEXY by [email protected] | |
| 0 likes, 0 repeats | |
| So the only things that differ between platforms now are:- Mode (determines the… | |
| Post #Atevgqs9Tt1okw7CHA by [email protected] | |
| 0 likes, 0 repeats | |
| I don't deal well with rabbit holes, do I... There are still things I 100% … | |
| Post #Atevgqx7BQzx0KRA0m by [email protected] | |
| 0 likes, 0 repeats | |
| Tried to port Kronos - another Sega Saturn emulator that runs a lot faster than… | |
| Post #Atevgr38p1opJ1FyPA by [email protected] | |
| 0 likes, 0 repeats | |
| I pushed what I had here: https://github.com/alice-mkh/Kronos but it's just… | |
| Post #Atevgr9WRIvHcoF4Lo by [email protected] | |
| 0 likes, 0 repeats | |
| So ig it's a similar situation to DeSmuME/melonDS now, where in, say, a yea… | |
| Post #AtevgrEq7XAztIjJdg by [email protected] | |
| 0 likes, 0 repeats | |
| And now I'm trying to support Vulkan cores, e.g. the ParaLLEl renderer for … | |
| Post #AtevgrKrl7zsBzY824 by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, so this specific thing was a lot easier to solve, and is landed now.See, wh… | |
| Post #AtevgrRFNP6KVmXDyi by [email protected] | |
| 0 likes, 0 repeats | |
| - changing resolution on the fly depending on whether the game is 240p or 480i … | |
| Post #AtevgrWv2JdcnNBkoq by [email protected] | |
| 0 likes, 0 repeats | |
| Ugh, there was a bug with aliasing. Fixed (240p output is now 640x240 - this wi… | |
| Post #AtevgrdedH1f8GL8Jk by [email protected] | |
| 0 likes, 0 repeats | |
| I still can't get over how different the 2 renderers feel. Esp compared to … | |
| Post #AtevgrjKIBYxPqzf9s by [email protected] | |
| 0 likes, 0 repeats | |
| Ditto with the CRT shader. The old one displayed 480 scanlines with separation … | |
| Post #Atevgrozx66FhReC00 by [email protected] | |
| 0 likes, 0 repeats | |
| Meanwhile @[email protected] added support for other PlayStation and Sega S… | |
| Post #AtevgrvNZNCi1EdHwe by [email protected] | |
| 0 likes, 0 repeats | |
| Next: we now crop overscan for Nintendo 64 games (8px from each side) - only pa… | |
| Post #Atevgs2p7h9uOK7EY4 by [email protected] | |
| 0 likes, 0 repeats | |
| Woah - there's been a lot of progress on BlastEm's new dynarec (that wo… | |
| Post #Atevgs88nvPceobTpw by [email protected] | |
| 0 likes, 0 repeats | |
| After playtesting Mega Drive on mobile, I discovered the 3- and 6-button touch … | |
| Post #AtevgsDSU9fKvJ5j7o by [email protected] | |
| 0 likes, 0 repeats | |
| Saturn now supports Sega 3D Control Pad... partially. One of its features is an… | |
| Post #AtevgsImANv3BnZyPg by [email protected] | |
| 0 likes, 0 repeats | |
| And somehow this game runs smoothly on a phone, even in the smooth mode (60 fps… | |
| Post #AtevgsNjrvtBRBtw9I by [email protected] | |
| 0 likes, 0 repeats | |
| No big changes today, but I finally switched to adwaita sans (inter) in the app… | |
| Post #AtevgsShZTrJgaDtsu by [email protected] | |
| 0 likes, 0 repeats | |
| Otherwise I've been wondering about the DualShock mode buttons and Sega 3D … | |
| Post #AtevgsXfH1pRvyXrcW by [email protected] | |
| 0 likes, 0 repeats | |
| Another option is to just make it work like on the actual controller - map it o… | |
| Post #AtevgsccyZnaBMrpM8 by [email protected] | |
| 0 likes, 0 repeats | |
| PSX input is such a nightmare.- Some games only support standard controller - e… | |
| Post #Atevgshag7liQlBn5k by [email protected] | |
| 0 likes, 0 repeats | |
| And DualShock sticks are supported too now, thanks to Victoria. It's also p… | |
| Post #AtevgsmYNfjqg9VkpM by [email protected] | |
| 0 likes, 0 repeats | |
| Victoria also added a workaround for search provider not showing results right … | |
| Post #AtevgsrW5DhyvXpiYy by [email protected] | |
| 0 likes, 0 repeats | |
| Fixed a bunch of PSX disc ID parsing issues today, e.g. with Dragon Warrior VII… | |
| Post #AtevgswTmlg7Aw9gIa by [email protected] | |
| 0 likes, 0 repeats | |
| One thing that's not completely relevant here is that I'm significantly… | |
| Post #Atevgt1nSzvpRQdvaS by [email protected] | |
| 0 likes, 0 repeats | |
| Hm. I tried to implement a comb filter for the NTSC shader. For N64, PSX and PC… | |
| Post #Atevgt779EBXhv8AsK by [email protected] | |
| 0 likes, 0 repeats | |
| For context, right now it’s notch+bandpass everywhere. It works fine for e.g.… | |
| Post #AtevgtCmo8ipzVmhiS by [email protected] | |
| 0 likes, 0 repeats | |
| An example of breakage: it removes color entirely from atari and sega platforms… | |
| Post #AtevgtHOX0PODnwNto by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, so DeSmuME has added ARM Neon support so it runs noticeably faster on mobil… | |
| Post #AtevgtMiDEf6UIQdBg by [email protected] | |
| 0 likes, 0 repeats | |
| In other news, I enabled blastem's new core for non-x86 builds by default, … | |
| Post #AtevgtRfumdEjgkavI by [email protected] | |
| 0 likes, 0 repeats | |
| Eh, another day where I can't focus on work or anything useful. So - anothe… | |
| Post #AtevgtWzb0sx0BEqDA by [email protected] | |
| 0 likes, 0 repeats | |
| Haven't posted in a while, mostly because not much is happening rn as I was… | |
| Post #AtevgtbxIYr5FZYnwm by [email protected] | |
| 0 likes, 0 repeats | |
| After a bit more work - switched it over. So - NTSC filter should now look nice… | |
| Post #AtevgthGyn6nW433Ee by [email protected] | |
| 0 likes, 0 repeats | |
| And now the same filter handles PAL, instead of using pal-r57shell. The old fil… | |
| Post #AtevgtnIcNvfokrrd2 by [email protected] | |
| 0 likes, 0 repeats | |
| And now side by side (third image is the old PAL filter). It's a bit diffic… | |
| Post #AtevgtsGJvto49BpMe by [email protected] | |
| 0 likes, 0 repeats | |
| I discovered another N64 game using interlaced scan: Majora's Mask, specifi… | |
| Post #AtevgtxE1TrwJXVn6G by [email protected] | |
| 0 likes, 0 repeats | |
| I slightly reworked screenshots. First, they are now at the same size as displa… | |
| Post #Atevgu2Bj1q4Yvpkps by [email protected] | |
| 0 likes, 0 repeats | |
| And another change for screenshots. When taking a screenshot of a Nintendo DS g… | |
| Post #Atevgu7VPG5mpQK07k by [email protected] | |
| 0 likes, 0 repeats | |
| Some work on gamepad support the past 2 days. One: I got a request for Stadia C… | |
| Post #AtevguCp5ULV5uoFPc by [email protected] | |
| 0 likes, 0 repeats | |
| Some more gamepad types:- DualSense (no X/O swap depending on the locale compar… | |
| Post #AtevguHmn2JdLJ8D9E by [email protected] | |
| 0 likes, 0 repeats | |
| I thought it's fine to just use a counter as missing serial would be a rare… | |
| Post #AtevguNSRwqvctmjzM by [email protected] | |
| 0 likes, 0 repeats | |
| A few more changes the last few days. First, I ported the OpenGL context handli… | |
| Post #AtevguTU5XfnvabYNk by [email protected] | |
| 0 likes, 0 repeats | |
| GTK has deprecated GtkShortcutLabel so I reimplemented the subset I'm using… | |
| Post #AtevguZ9kSD6DBG5Ds by [email protected] | |
| 0 likes, 0 repeats | |
| I tried to support Mark III paddle controller in Gearsystem, but I'm not re… | |
| Post #AtevgueTQgSoTfkKVk by [email protected] | |
| 0 likes, 0 repeats | |
| Lots of changes to video filters. First, we now have separate filter prefs for … | |
| Post #Atevguk95b06lGOrLs by [email protected] | |
| 0 likes, 0 repeats | |
| Second, the "Enable CRT" pref is gone, instead CRT is now just a cons… | |
| Post #AtevgupSlpFp1kt6dk by [email protected] | |
| 0 likes, 0 repeats | |
| Fourth, a bunch of fixes to composite filter again! Most notably, SNES alternat… | |
| Post #AtevguvqO6MHLXsCaO by [email protected] | |
| 0 likes, 0 repeats | |
| Now let's talk about CRT (RGB). One might think this is just the CRT filter… | |
| Post #AvWmVitESVVRYuafWy by [email protected] | |
| 0 likes, 0 repeats | |
| 2 small changes: colorburst phase for the composite filter is now provided by t… | |
| Post #AvWmVizy3StTtnk31s by [email protected] | |
| 0 likes, 0 repeats | |
| Following colorburst, overscan is now handled by the frontend: instead of cores… | |
| Post #AvWmVj5diNQmBOOZs0 by [email protected] | |
| 0 likes, 0 repeats | |
| Added the show overscan toggle, and split video prefs onto a separate page. The… | |
| Post #AvWmVjBJNHy4Sz36i8 by [email protected] | |
| 0 likes, 0 repeats | |
| Meanwhile Victoria implemented backup and restore functionality, or rather I fi… | |
| Post #AvWmVjGd3WDmjTXM00 by [email protected] | |
| 0 likes, 0 repeats | |
| Also the sidebar in preferences is finally getting useful. We already have 5 pa… | |
| Post #AvWmVjLal4BuyrrJjc by [email protected] | |
| 0 likes, 0 repeats | |
| Alright, so now cores report the interlacing info. Like before, they output bot… | |
| Post #AvWmVjQuRIRdFMLZ1U by [email protected] | |
| 0 likes, 0 repeats | |
| The next step will be to handle it outside the video filters - right now it'… | |
| Post #AvWmVjVs8qPlUkfWl6 by [email protected] | |
| 0 likes, 0 repeats | |
| Finally, Victoria changed how gamepad layers work - if you press a button and t… | |
| Post #AvWmVjbXnkx3mLK3bE by [email protected] | |
| 0 likes, 0 repeats | |
| Hm, I just realized that one of the reasons the deinterlacing shader is ineffec… | |
| Post #AvWmVjgrTzCm2poIt6 by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, now I have more robust deinterlacing handling. Previously the only filters … | |
| Post #AvWmVjmBADSUJKIYAy by [email protected] | |
| 0 likes, 0 repeats | |
| They do the usual things:- bob shows one field at a time, preserving the framer… | |
| Post #AvWmVjrUqRiCZomnSq by [email protected] | |
| 0 likes, 0 repeats | |
| So I reworked the composite filter again:- All the platform variants are now ge… | |
| Post #AvWmVjwoWfxuqJH2ki by [email protected] | |
| 0 likes, 0 repeats | |
| Next: starred gamesI'm not sure we need the full categories like in gnome-g… | |
| Post #AvWmVk14GrMt3VGRNo by [email protected] | |
| 0 likes, 0 repeats | |
| I decided to add a separate RGB filter after all (see the first screenshot, com… | |
| Post #AvWmVk5fzj3RHnQ7ZA by [email protected] | |
| 0 likes, 0 repeats | |
| I'll be less actively working on highscore for a bit as I switch back to ac… | |
| Post #AvWmVkAzfxJ9YHuMr2 by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, I finally have Atari 7800 Tower Toppler look right.No, the implementation i… | |
| Post #AvWmVkHNIEPbs4tSng by [email protected] | |
| 0 likes, 0 repeats | |
| I mean compare to how it was before. Oof. Not only did it look wrong, it just f… | |
| Post #AvWmVkNOvpEUAliHC4 by [email protected] | |
| 0 likes, 0 repeats | |
| i still can't get over that it works now. My favorite time sink is gone … | |
| Post #AvWmVkT4ajlmSMMo2C by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, one more change. Now that I understand a bit better how this happens, a dig… | |
| Post #AvWmVkYOGy1Uiqr3K4 by [email protected] | |
| 0 likes, 0 repeats | |
| Next: more gamepad support. Since I have money I got an 8bitdo M30 and it's… | |
| Post #AvWmVkdhxCHCzLLIbw by [email protected] | |
| 0 likes, 0 repeats | |
| I consolidated core ports in their own github/gitlab orgs now instead of them l… | |
| Post #AvWmVkk5ZTNfJ8KOYa by [email protected] | |
| 0 likes, 0 repeats | |
| Next: LCD color correction is now a toggle-able preference, so if someone prefe… | |
| Post #AvWmVkqTBkU7cvJUVE by [email protected] | |
| 0 likes, 0 repeats | |
| And now I have color correction for the 3 remaining platforms. I also resolved … | |
| Post #AvWmVkvQtISFsJdSEq by [email protected] | |
| 0 likes, 0 repeats | |
| Tho one reason color LCD filter doesn’t look right atm is that first colors a… | |
| Post #AvWmVl0kZWhy8o7hWi by [email protected] | |
| 0 likes, 0 repeats | |
| This is now fixed, so color filtering for LCD changes the subpixels themselves.… | |
| Post #AvWmVl7UAU60ThH51c by [email protected] | |
| 0 likes, 0 repeats | |
| I now also hooked up (monochrome) NGP and WonderSwan LCD colors into the color … | |
| Post #AvWmVlD9pOdIlHvbrk by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, it works now, tho still need to clean up that branch + I'm not exactly … | |
| Post #AvWmVlITVct11mPr9c by [email protected] | |
| 0 likes, 0 repeats | |
| Ah, slightly cleaned it up and landed it. I'll do the rest later.Instead, I… | |
| Post #AvWmVlO9AXQJJN4Nzk by [email protected] | |
| 0 likes, 0 repeats | |
| I started cleaning up GB palettes. First step: separate DMG/GB Pocket/GB Light … | |
| Post #AvWmVlT6s5ORYlOLjM by [email protected] | |
| 0 likes, 0 repeats | |
| I think what I'd ideally like for GBC/SGB is to just have them in the model… | |
| Post #AvWmVlYmWzvjqM2sZU by [email protected] | |
| 0 likes, 0 repeats | |
| After looking at this some more, I concluded that the best course of action wou… | |
| Post #AvWmVlfA9H2CA91yW8 by [email protected] | |
| 0 likes, 0 repeats | |
| (I know the screenshot looks exactly same as before but I mean that's kinda… | |
| Post #AvWmVllBmrr4SpqmuW by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, I landed it. The save migration is in place now, and the performance regres… | |
| Post #AvWmVlrDQSfwlWfbIu by [email protected] | |
| 0 likes, 0 repeats | |
| The old code is still there (https://github.com/highscore-emu/bsnes/) and I ren… | |
| Post #AvWmVlyeymd98c9XuK by [email protected] | |
| 0 likes, 0 repeats | |
| Next I'm either looking at porting SameBoy, or at trying to run SGB in bsne… | |
| Post #AvWmVm4gcNS1RIyMIi by [email protected] | |
| 0 likes, 0 repeats | |
| this is prob the wildest tangent I've gone on yet.Unfucking LCD color corre… | |
| Post #AvWmVmAMHHzJitct8q by [email protected] | |
| 0 likes, 0 repeats | |
| Alright, SameBoy ported and I switched the cores over.Lots to say here, but TLD… | |
| Post #AvWmVmGNusoC1aRhXE by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, I started laying down plumbing for LLE SGB, but that's nowhere near don… | |
| Post #AvWmVmN7VqCEMTb528 by [email protected] | |
| 0 likes, 0 repeats | |
| Uh, that may be on pause for now as I found a pretty egregious bug. Multiple, a… | |
| Post #AvWmVmTr6naGhMkSX2 by [email protected] | |
| 0 likes, 0 repeats | |
| Now, SGB. So I started added plumbing for it, but I discovered that bsnes somet… | |
| Post #AvWmVmaahkyJ2Ftq1w by [email protected] | |
| 0 likes, 0 repeats | |
| I don't know if it's a bug in my code or upstream, but I highly suspect… | |
| Post #AvWmVmgyK24lM2svya by [email protected] | |
| 0 likes, 0 repeats | |
| Specifically, it starts reporting everything as uninitialized variables, with c… | |
| Post #AvWmVmnLwJBDfps1vE by [email protected] | |
| 0 likes, 0 repeats | |
| Meanwhile, since I dropped GB(C) support from mGBA, it's now much easier to… | |
| Post #AvWmVmtNZu05yWgqJc by [email protected] | |
| 0 likes, 0 repeats | |
| asan/ubsan do work. I fixed a few leaks through asan, while ubsan shows a few U… | |
| Post #AvWmVmzPDUoyHDVei0 by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, I managed to reproduce it with upstream version alone, so reported at https… | |
| Post #AvWmVn5Qr5dqZuKT6O by [email protected] | |
| 0 likes, 0 repeats | |
| still can't believe DS is playable on mobile now ^^ depends on the game/sce… | |
| Post #AvWmVnBSUgSisb9HUm by [email protected] | |
| 0 likes, 0 repeats | |
| Alright, the savestates issue is fixed now ^^ So I'll continue a bit later.… | |
| Post #AvWmVnHq6xZBCO8NRQ by [email protected] | |
| 0 likes, 0 repeats | |
| :3Still need to fix snapshots, but this is looking very very promisingWhen you … | |
| Post #AvWmVnNVls6TTymuHY by [email protected] | |
| 0 likes, 0 repeats | |
| I'm honestly amazed that it works at allThis is sth gnome-games could never… | |
| Post #AvWmVnTXPSvLmfbifw by [email protected] | |
| 0 likes, 0 repeats | |
| Uh, and fixed another bugs with saves in SameBoy port. Lots of churn here, sorr… | |
| Post #AvWmVnZD4NSe4GGFW4 by [email protected] | |
| 0 likes, 0 repeats | |
| Aaaand landed!Loading snapshots, resetting the game and auto-loading snapshot a… | |
| Post #AvWmVnesjHzwLqumMC by [email protected] | |
| 0 likes, 0 repeats | |
| It will take some time for CI to pass, so no builds yet. Hopefully soonSo, GB s… | |
| Post #AvWmVnkCPWFecLP1e4 by [email protected] | |
| 0 likes, 0 repeats | |
| Hm, I got an audio desync somehow. Only once, but apparently it can happen in b… | |
| Post #AvWmVnpW5kVMsptGvw by [email protected] | |
| 0 likes, 0 repeats | |
| One last touch: enabled multiplayer support. SGB does support handling multiple… | |
| Post #AvWmVnvXjLKFBWi5KK by [email protected] | |
| 0 likes, 0 repeats | |
| (this is how I learned SGB multiplayer was a thing, yes) | |
| Post #AvWmVo1ZMw97UDWtii by [email protected] | |
| 0 likes, 0 repeats | |
| Alright, so the only remaining core that may be a problem is BlastEm. And I'… | |
| Post #AwYnDcBLC8h1cGQQ5o by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, so I figured out how to build extensions and did a few tests.- Extensions c… | |
| Post #AwYnDcHioPnTw3PW2S by [email protected] | |
| 0 likes, 0 repeats | |
| idk which, would need testingpicodrive, just because it supports 32x - I though… | |
| Post #AwYnDcNOTKKmDe42sa by [email protected] | |
| 0 likes, 0 repeats | |
| meanwhile, fixed a bug with overscan cropping, where there would sometimes be 1… | |
| Post #AwYnDcSMAsIuT2O0cC by [email protected] | |
| 0 likes, 0 repeats | |
| hm, one thing I see multiple projects do (openemu and jg (whose picodrive port … | |
| Post #AwYnDcXfr6YcjWsFu4 by [email protected] | |
| 0 likes, 0 repeats | |
| halfway through porting it I noticed a few issues and switched to porting genes… | |
| Post #AwYnDcczXKoL01MVBw by [email protected] | |
| 0 likes, 0 repeats | |
| after all, if we can't get away with all GPL3 compatible stuff, no reason n… | |
| Post #AwYnDcifCFLdHc1224 by [email protected] | |
| 0 likes, 0 repeats | |
| ok, I have the port ready. Virtua Racing runs perfectly (in BlastEm it crashes … | |
| Post #AwYnDcnysTbLY6VHJw by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, I discovered a thing that's incredibly helpful. I can build extensions … | |
| Post #AwYnDcswa1ZTnUpF3Y by [email protected] | |
| 0 likes, 0 repeats | |
| And looks like it does work in CI and I can make it export 2 bundles instead of… | |
| Post #AwYnDcxYItG21myvEu by [email protected] | |
| 0 likes, 0 repeats | |
| And landed, so I'm switching to work now. | |
| Post #AwYnDd2rz7VkIHTAWm by [email protected] | |
| 0 likes, 0 repeats | |
| Aand as expected, Sega CD support works perfectly :3Now I just need to gather a… | |
| Post #AwYnDd8BfLlSYlxPoe by [email protected] | |
| 0 likes, 0 repeats | |
| Landed, supporting 28 different BIOS versions total :neocat_googly_shocked:�… | |
| Post #AwYnDdCnODS0n47600 by [email protected] | |
| 0 likes, 0 repeats | |
| Oh no, Sega CD games don't mention if they are multi-disc in their headers … | |
| Post #AwYnDdHl5lQ92SR3jc by [email protected] | |
| 0 likes, 0 repeats | |
| Ugh, and now I'm having doubts again. The nice thing about PicoDrive would … | |
| Post #AwYnDdMMod6hGkajuy by [email protected] | |
| 0 likes, 0 repeats | |
| Well, and if I'm porting PicoDrive anyway, why not also do this? | |
| Post #AwYnDdRKWB4pW8uhea by [email protected] | |
| 0 likes, 0 repeats | |
| tho I think the filter should look different on 32X, I've seen some dot cra… | |
| Post #AwYnDdX0B5c7njZEUi by [email protected] | |
| 0 likes, 0 repeats | |
| ok, and now I'm hitting the weirdest bug: music specifically in Castlevania… | |
| Post #AwYnDdbxsdaG37tCEK by [email protected] | |
| 0 likes, 0 repeats | |
| Heh, the lack of reactions to the knuckles chaotix screenshot is a pretty good … | |
| Post #AwYnDdhHYrpyJcNRWC by [email protected] | |
| 0 likes, 0 repeats | |
| Another thing I’ve been thinking of is - i wonder if i should have a region p… | |
| Post #AwYnDdmbF65ga6rgo4 by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, PicoDrive ported. It's not perfect - that bug with savestates is still … | |
| Post #AwYnDdsGu0cyrhWDeC by [email protected] | |
| 0 likes, 0 repeats | |
| egh, CI is broken and will be until vala maintainer re-runs the pipeline and th… | |
| Post #AwYnDdxwYvAH9IAkUK by [email protected] | |
| 0 likes, 0 repeats | |
| Ah, I can just switch to the stable SDK for now. So: https://gitlab.gnome.org/W… | |
| Post #AwYnDe3cDphZQspHKS by [email protected] | |
| 0 likes, 0 repeats | |
| also drawing the 32x icon was a nightmarethis is the best I managed. I don'… | |
| Post #AwYnDe8vu3xHhNJWcK by [email protected] | |
| 0 likes, 0 repeats | |
| Yep, works perfectly on mobile. Also ha - chaotix is also using dithered waterf… | |
| Post #AwYnDeDtbbvPwldULw by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, CI is fixed, so the proper builds are available again | |
| Post #AwYnDeIVKTbyB3nAXI by [email protected] | |
| 0 likes, 0 repeats | |
| Victoria has implemented an autoselection for PSX DualShock analog mode - it wo… | |
| Post #AwYnDeNT21a6QS78Gu by [email protected] | |
| 0 likes, 0 repeats | |
| Oh right, PicoDrive has fixed the savestate issue upstream ^^ | |
| Post #AwYnDeSmiFpogwbNYm by [email protected] | |
| 0 likes, 0 repeats | |
| A few happenings from the weekend:- I fixed a visual glitch with rotated screen… | |
| Post #AwYnDeYSNAN6yXFuOu by [email protected] | |
| 0 likes, 0 repeats | |
| Nothing big, but:- Fixed a bug where if you restore an SGB2 state while having … | |
| Post #AwYnDee824uPG7uRF2 by [email protected] | |
| 0 likes, 0 repeats | |
| More small changes:- Fixed a bug where if you press a button/tilt a stick, paus… | |
| Post #AwYnDek9ffjHYojFdQ by [email protected] | |
| 0 likes, 0 repeats | |
| And now it's really bugging me that the rainbow in fake transparency meshes… | |
| Post #AwYnDeqBJGY9rVY41o by [email protected] | |
| 0 likes, 0 repeats | |
| Alright, so I added a low-pass step, replacing linear filtering. Now MD, 32X an… | |
| Post #AwYnDev90oWI6ts1lQ by [email protected] | |
| 0 likes, 0 repeats | |
| Ah, forgot that one. Since 2 of the cores are now shipped as flatpak extensions… | |
| Post #AwYnDf1Wd5ckQgr7i4 by [email protected] | |
| 0 likes, 0 repeats | |
| Also I tweaked the composite filter for MD yet again_to tone down rainbowing ar… | |
| Post #AwYnDf6UKdasg5B5Rg by [email protected] | |
| 0 likes, 0 repeats | |
| Since my laptop is in a half-working state right now, my main development machi… | |
| Post #AwYnDfCrwuhKzsABOK by [email protected] | |
| 0 likes, 0 repeats | |
| Still no thermal paste, looks like it will be here tomorrow morning instead, so… | |
| Post #AwYnDfIXbpEdHSoiES by [email protected] | |
| 0 likes, 0 repeats | |
| Got feedback from Victoria that this filter is slow on her laptop - yup, and th… | |
| Post #AwYnDfOvE6L5bFnoB6 by [email protected] | |
| 0 likes, 0 repeats | |
| For now a bunch of video filter improvements elsewhere:- Filters now have u_pla… | |
| Post #AwYnDfUEuKanrkI3Sy by [email protected] | |
| 0 likes, 0 repeats | |
| More filter work:- Global uniforms rather than only per-pass - so they can be d… | |
| Post #AwYnDfaGXvPgAR6rrM by [email protected] | |
| 0 likes, 0 repeats | |
| oh rightalso gamemode is now supported - the runner process registers with it w… | |
| Post #AwYnDfgeACW8UE5xo0 by [email protected] | |
| 0 likes, 0 repeats | |
| A few NES changes:- I noticed blargg's filter in nestopia the current backg… | |
| Post #AwYnDfmJp73QlokUe8 by [email protected] | |
| 0 likes, 0 repeats | |
| One thing that I'm not sure how to fix is: for Atari 2600 and 7800 I have t… | |
| Post #AwYnDfsLShsJ4VZJ2W by [email protected] | |
| 0 likes, 0 repeats | |
| Found this: https://forums.nesdev.org/viewtopic.php?p=79812#p79812 and it actu… | |
| Post #AwYnDfyN6IhBNCO7Qu by [email protected] | |
| 0 likes, 0 repeats | |
| A bit more highscore work- I pushed the composite filter changes. For the most … | |
| Post #AwYnDg42lDETen2eH2 by [email protected] | |
| 0 likes, 0 repeats | |
| Ok yeah, I tested it again and game mode was definitely making my laptop work w… | |
| Post #AwYnDg9iQ7llwNhB7A by [email protected] | |
| 0 likes, 0 repeats | |
| I'm also pondering if I should switch back to bsnes v115because... yeah, bs… | |
| Post #AxYYm6wHa2ZwhfdaEK by [email protected] | |
| 0 likes, 0 repeats | |
| Yuuup, SGB easily runs at full speed in the old bsnes...Fun | |
| Post #AxYYm72JDdOp0MSOci by [email protected] | |
| 0 likes, 0 repeats | |
| I rebased the highscore port and opened:- https://github.com/bsnes-emu/bsnes/pu… | |
| Post #AxYYm792oamrLFbm7c by [email protected] | |
| 0 likes, 0 repeats | |
| Anyway, landed it. I'm using a temporary branch for bsnes for now, with tho… | |
| Post #AxYYm7FQQrtJf2as4G by [email protected] | |
| 0 likes, 0 repeats | |
| Update: it also runs at full speed on OP6 and on Luna's laptop from 2015. b… | |
| Post #AxYYm7L65mQbwdFOuO by [email protected] | |
| 0 likes, 0 repeats | |
| Moral of the story: don't use beefy gaming computers for development... and… | |
| Post #AxYYm7QlkgxuEDtvkW by [email protected] | |
| 0 likes, 0 repeats | |
| Ok, a few posts ago I mentioned filter options. Now they are actually used - wh… | |
| Post #AxYYm7XrKKdWaDDang by [email protected] | |
| 0 likes, 0 repeats | |
| Next experiment: having consoles that only output YIQ/YUV (as in, don't hav… | |
| Post #AxYYm7dsxvSOsu2PC4 by [email protected] | |
| 0 likes, 0 repeats | |
| This is difficult because... Chroma in YIQ and YUV can have negative values (ov… | |
| Post #AxYYm7kGaCYrCh1V8i by [email protected] | |
| 0 likes, 0 repeats | |
| @alice how are the float16 represented atm? (in openexr they are a special subc… | |
| Post #AxYYm7pwF769UHg1yq by [email protected] | |
| 0 likes, 0 repeats | |
| @[email protected] they just don’t exist | |
| Post #AxYYm7vxshv1myUqNE by [email protected] | |
| 0 likes, 0 repeats | |
| @[email protected] and in glsl texture() output is always a float anyway… | |
| Post #AxYYm81dXcSK4Z9NDM by [email protected] | |
| 0 likes, 0 repeats | |
| @[email protected] err, a vec4 whose components are always floats, you g… | |
| Post #AxYYm87JCWzcM9nu3U by [email protected] | |
| 0 likes, 0 repeats | |
| @alice yeye. My idea was that maybe the processing was done in CPU, hence the E… | |
| Post #AxYYmWO8xaifdJrgcy by [email protected] | |
| 0 likes, 0 repeats | |
| @[email protected] nope, all the processing is on gpu | |
| Post #AxYYo1SytkqeJFqMa0 by [email protected] | |
| 0 likes, 0 repeats | |
| @alice I wish I could drive this into my old boss's head(Linux memory model… |